Custom Post-Processing Shader Development for Unity

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Custom Post-Processing Shader Development for Unity
Complex
from 2 days to 2 weeks
Frequently Asked Questions

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Custom Post-Processing Shaders

Built-in post-processing effects in URP and HDRP cover basic needs, but when a custom post-processing shader is needed for effects like heat haze over asphalt, chromatic aberration with a custom curve, or pixel art posterization—that's our specialty. We develop custom post-processing shaders for Unity, turnkey for mobile and PC platforms. With over 5 years on the market and more than 80 delivered projects, we have optimized 90% of all effects for mobile GPUs, saving up to 30% FPS on Mali G72 and reducing draw calls by 40% compared to naive implementations. Custom shaders are up to 10x more efficient than built-in effects for specialized tasks, and our VR shaders run 2x faster than typical asset store solutions. Our shaders also reduce battery drain by 20% on mobile devices. Each effect goes through a prototyping stage on the target scene, considering FPS budget and platform limitations.

How to Set Up a ScriptableRendererFeature?

ScriptableRendererFeature registers a ScriptableRenderPass that executes at a specified RenderPassEvent. Step-by-step guide:

  1. Create a class inheriting from ScriptableRendererFeature.
  2. Declare a ScriptableRenderPass inside it and configure its material and event.
  3. In the AddRenderPasses method, add the pass to the queue.
  4. In the custom ScriptableRenderPass.Execute, use Blitter.BlitCameraTexture(cmd, source, destination, material, passIndex) to apply the shader.
  5. Assign the created Feature in the URP Renderer via the Inspector.

As per Unity ScriptableRendererFeature documentation, the pass must be added in AddRenderPasses. The best way to create the Blit material is through a Full Screen Shader Graph (graph type Fullscreen Shader in URP). This graph provides the URP Sample Buffer node, which reads Color, Depth, Normal, or Motion Vectors from internal buffers. Without this node, depth-oriented effects (outline by depth, custom DOF) require writing HLSL in a Custom Function.

How to Implement Outline Based on Depth and Normal?

Outline detection is a frequent request for stylized games. A naive approach with vertex-based outline works for simple objects but breaks on complex geometry and does not produce silhouette edge detection.

The correct approach is fullscreen edge detection using Depth and Normal buffers. Depth-based edge: read depth at the current pixel and its neighbors (4 or 8 via Sample Texture 2D with offset). If the depth difference exceeds a threshold, the pixel is on an edge. Roberts Cross or Sobel are standard filters.

Normal-based edge: do the same using the Normal buffer. It yields lines at normal discontinuities — edges and folds that depth does not detect. A combination of depth + normal is the standard for cel-shading outlines.

Importance of Depth Linearization

Depth in the buffer is non-linear (logarithmic or reversed-Z depending on the platform). Direct comparison of depth values yields uneven line thickness. You must linearize using LinearEyeDepth(depth, _ZBufferParams) — in ShaderGraph this is the Linear Eye Depth node. Without this, the outline will be thinner in the foreground and thicker in the distance.

Development Timelines and Costs

Type of Post-Effect Timeline Typical Cost
Simple fullscreen effect (color correction, blur) 1–3 days $500–$800
Outline by depth/normal + tuning 3–5 days $800–$1,200
Distortion effect (heatwave, portal) 3–6 days $1,200–$1,500
Complex composite effect (multiple passes) 1–2 weeks $2,000–$3,000

Our clients save an average of $3,000 per effect compared to in-house development. Across over 80 projects, we've saved clients more than $240,000 in total development costs.

Comparison: Shader Graph vs Custom HLSL

Criterion Full Screen Shader Graph Custom HLSL
Development speed High (visual editing) Low (manual coding)
Flexibility Limited to available nodes Full, any effect
Performance Medium (automatic optimizations) High (manual optimization)
Cross-platform Automatic Requires platform #define
Common Mistakes and How to Avoid Them

Incorrect RenderPassEvent. If you place the post-effect in BeforeRenderingPostProcessing, Bloom will render on top of the custom effect. Event order: Opaques → Skybox → Transparents → Post Processing → UI. Choosing RenderPassEvent determines its position in this queue.

Missing Depth Priming Mode. On mobile GPUs (Mali), the depth buffer may be unavailable in a custom pass if Depth Priming Mode in the URP Renderer is not forced on. Result: a black screen or incorrect depth values with no console errors.

VR Incompatibility. A custom shader without XR support breaks in VR — double image or only one eye. Blitter.BlitCameraTexture automatically handles VR single-pass, but custom UV calculations in nodes require UNITY_STEREO_EYE_INDEX_POST_VERTEX. All our shaders account for this, so they work correctly on any VR headset.

Achieving Quality Distortion

Screen-space distortion (heatwave, magic portal) is a Blit shader that offsets UV of the current frame using a Normal map. Problem: distortion must work with the Opaque Texture (_CameraOpaqueTexture) to avoid capturing transparent and UI elements. If the effect is needed only over a specific object, a separate Distortion Renderer Feature is required, which renders a mask into an intermediate RT.

In HDRP, distortion is simpler: there is a built-in Distortion render queue; objects with Distortion enabled automatically enter the distortion pass.

Deliverables

Each custom post-effect development includes:

  • Shader source code (Shader Graph or HLSL) with comments
  • ScriptableRendererFeature ready to drop into URP/HDRP
  • Example scene demonstrating the effect
  • Documentation explaining settings, parameters, and integration steps
  • 2 months of support for bug fixes and minor adjustments
  • 30-day satisfaction guarantee – if the effect doesn't meet requirements, we revise it at no extra cost

Optional: full integration into your project codebase, performance profiling, and additional polishes.

Company Experience

We are a Unity development studio with 5+ years of experience in shader programming. We have delivered over 80 custom post-processing effects for mobile, PC, console, and VR projects. Our team holds Unity Certified Developer credentials and follows best practices for cross-platform optimization. 90% of our effects are optimized for mobile GPUs, resulting in up to 30% FPS savings and 50% less memory usage compared to naive implementations. We have worked with indie teams and AAA studios alike, ensuring reliable, performant, and visually stunning results.

How to distinguish a working shader from a failed one?

A programmer adds water to a scene and gets a blue rectangle. The Asset Store delivers an outdated asset with artifacts on mobile. Shader development is not just applying a texture—it’s a complex engineering task: you need to understand the depth buffer, sample normals in multiple layers, and organize foam at intersections with geometry. Without this, the shader either doesn’t work or kills FPS.

Our team has been engineering shaders and VFX for over five years—during this time, we’ve worked on dozens of projects from indie to AAA. Once, a client brought a water scene from the Asset Store: on a mobile device, it ran at 12 FPS due to missing LOD and incorrect batching. We rewrote the shader for URP and achieved 60 FPS while preserving the visuals.

URP vs HDRP: What should you choose for your project?

The choice of Render Pipeline is fixed at the start—shaders for HDRP do not work in URP and vice versa. Evaluate the trade-offs based on the table:

Parameter URP HDRP
Target platforms Mobile, PC, consoles PC, consoles (High-end)
Performance Low overhead, up to 40% faster on mobile High load, photorealistic
Screen Space Reflections Limited (since version 14) Full with settings
Volumetric Fog Via custom Built-in system
Water System Absent Built-in
ShaderGraph nodes Basic set Extended (Diffusion Profile, Eye)

Conclusion: URP provides up to +40% FPS on mobile devices compared to HDRP. For a mobile RPG, we chose URP—on an iPhone 8, we got stable 60 FPS without quality loss. HDRP is justified on PC/consoles where photorealism and the built-in Water System are needed.

How to develop shaders in ShaderGraph: from water to vegetation

ShaderGraph is a node-based editor without HLSL, but understanding "under the hood" is essential. Let’s break down a water shader—it includes several techniques.

Normal motion. Two layers of normal maps sampled at different speeds and directions:

Time → Multiply (speed1) → Add → Sample Texture 2D (normalMap)
Time → Multiply (speed2) → Add → Sample Texture 2D (normalMap)
→ Normal Blend → Normal (fragment shader)

Two opposing directional layers create the effect of running waves without tiling periodicity. Consumption: 2 texture samples, which fits within the budget of 40 draw calls for a water surface.

Depth and foam. Using the Scene Depth node (opaque texture must be enabled in URP/HDRP), we get the difference between the scene depth and the water fragment’s position. Shallow depth (intersection with the shore) → foam via Step/Smoothstep. Deep depth → more saturated blue, higher opacity. Foam adds 1-2 ms on GPU but provides a realistic shoreline.

Refraction. Scene Color + UV offset by normal map—the bottom "swims". Water is rendered in the Transparent queue, after all opaque geometry. Be sure to enable Opaque Texture in URP settings, otherwise refraction won’t work.

Fresnel and reflections. Fresnel Effect node—near the camera normal, the surface is more transparent; at sharp angles, it reflects. Physically correct for dielectrics. A cubemap or Reflection Probe is added on top of the Fresnel mask. On mobile platforms, replace Reflection Probe with a low-resolution cubemap (128x128)—saving 1-2 ms.

Vegetation shader. Animating bushes and grass without physics simulation—via vertex shader. In ShaderGraph: take vertex XZ coordinates as phase shift, Time → Sine with different phases, multiply by Vertex Color channel R (white = swaying, black = fixed to ground). Result: grass sways in waves, base remains fixed. For "wind when the player runs," add a CPU parameter _PlayerPosition. Such a shader handles 100,000 vertices in 0.3 ms on an iPhone 11.

The original asset used 4 normal map layers and dynamic cubemap reflections—on mobile, it delivered 12 FPS. After rewriting for URP with two layers, simplified foam, and baked reflections, we achieved 60 FPS. Development time saved: 1 day instead of 3 days for asset adaptation.

VFX Graph: How to manage millions of particles on GPU

VFX Graph runs entirely on GPU via Compute Shaders. Unlike Particle System (Shuriken), which works on CPU, here you can manage millions of particles without CPU load. Example: an explosion with shrapnel (200 particles) on GPU takes 0.05 ms, while a CPU Particle System of the same complexity takes 0.8 ms.

The graph is divided into contexts: Spawn (burst, constant rate, event trigger), Initialize (initial attributes), Update (gravity, turbulence, collisions), Output (Quad, Mesh, Lit/Unlit, Distortion).

Example: explosion with shrapnel

Spawn: Single Burst (count: 200)
  ↓
Initialize:
  Position: Sphere Volume (radius: 0.1)
  Velocity: Spherical * Random(5, 15)
  Size: Random(0.05, 0.3)
  Lifetime: Random(0.5, 2.0)
  Color: Gradient by lifetime (white → orange → gray)
  ↓
Update:
  Gravity (force: -9.8)
  Drag (coefficient: 0.2)
  Turbulence (intensity: 2.0)
  Collision (Scene SDF or Depth Buffer)
  ↓
Output Quad (Unlit):
  Texture: spark
  Blend Mode: Additive

Turbulence uses Noise Field—3D noise, particles deviate organically. Flipbook animations in the Output context—sprite animation for each particle.

How to optimize VFX for mobile platforms?

For mobile devices, reduce particle count to 50 and disable Collision—saving 3 ms. Use GPU instancing with VFX Graph’s automatic instancing: the same explosion effect on iPhone 11 runs at 0.02 ms per burst, which is 2.5x faster than a CPU-bound setup. Also enable particle LOD via Quality Levels in VFX Graph: lower particle counts on medium-spec devices while keeping visual fidelity on high-end.

Why does post-processing require platform-specific tuning?

Post-processing—effects applied to the final image after main rendering. In Unity via the Volume system (Local/Global Volume). Typical stack for an action project:

Effect Purpose Notes
Bloom Glow of bright sources Threshold 0.8, intensity 0.5—saves 1 ms
Tonemapping ACES filmic for realism, Neutral for stylization Standard for realistic projects
Color Adjustments Contrast +10%, saturation +5% Tweak to mood
Vignette Darken edges Intensity 0.3—focuses on center
Motion Blur Blur along motion vector Disable on mobile—saves 2 ms GPU
Depth of Field Bokeh Careful in VR—breaks depth perception
Screen Space Ambient Occlusion SSAO / HBAO Darkens geometry corners, +1.5 ms

For mobile platforms, we disable Motion Blur and SSAO, reduce Bloom to 2-3 passes—final post-processing budget of 3-4 ms. On PC/HDRP, the stack can take 8-10 ms, but this is compensated by GPU power.

What deliverables do you get?

  • Custom shader development in ShaderGraph (URP/HDRP): water, vegetation, character effects, holograms, dissolve.
  • VFX Graph effects: explosions, fire, smoke, magic, environment. Maximum performance—up to 2 million particles on GPU at 60 FPS.
  • Setting up and optimizing Particle System (Shuriken) for mobile platforms: replacing with GPU instancing reduces draw calls by 70%.
  • Building a Post-Processing stack aligned with the project’s visual style, with render time measurement.
  • Porting shaders between URP and HDRP when changing pipeline: average time 0.5-1 day per shader.
  • Optimizing VFX for the target platform: GPU instancing, particle LOD, culling.

Deliverables include shader and VFX graph source files, setup documentation, team training (1 hour consultation), and support for one month after delivery. We’ll evaluate your project in one business day—contact us. Get a consultation for your project—we’ll find the optimal solution and provide timelines.

What is our experience and guarantees?

Over 5 years in game development, 50+ projects (mobile, PC, consoles). We guarantee that the shader will work on the target platform at the stated FPS—if not, we rework it for free. Example: for one indie studio, we rewrote all shaders for URP—FPS on iPhone 8 increased from 25 to 60, and the render time budget decreased by 40%. We use the latest stable versions of Unity (LTS) and Unreal Engine 5, working with Vulkan, Metal, DirectX 12.

Comparison: a ready-made asset from the Asset Store often requires rework (compatibility, performance)—custom shader development is 2-3 times faster in terms of time than adapting someone else’s code. And a shader written from scratch for your tasks gives you 100% control over performance and visuals. Budget savings on one project can reach 30% due to the absence of unnecessary code.

What are the work stages?

  1. Analysis: examine the scene, target platforms, FPS requirements. Capture visual references.
  2. Prototyping: create shader/VFX graph, test on reference device.
  3. Integration: embed into the project, adjust parameters, optimize draw calls and batching.
  4. QA: test on all target platforms (Android, iOS, PC, consoles), fix artifacts.
  5. Deployment and handover: deliver source files, documentation, conduct training. Support for 1 month.

Timeline: 2 to 10 business days depending on complexity. Cost is calculated individually—write to us, we’ll evaluate your project. Order shader development—get a ready result with performance guarantee.