# Post processing (bloom) in Unity

**URL:** <https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822>\
**Category:** Unity Development\
**Tags:** development, unity, shaders, post-processing\
**Created:** [May 2, 2023, 12:33am UTC](https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822 "2023-05-02T00:33:02Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![cstavros](https://avatars.discourse-cdn.com/v4/letter/c/ebca7d/32.png) [@cstavros](https://forum.magicleap.cloud/u/cstavros)\
**Post date:** [May 2, 2023, 12:33am UTC](https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822/1 "2023-05-02T00:33:02Z")

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Hi,

Is there any way to get Camera post processing effects (bloom, specifically), to work in Unity with URP for ML2? Enabling it does nothing, and I do not believe it is technically supported, but, we could really use it 😉

Thanks!

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**Author:** ![jmacallister](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/jmacallister/32/650_2.png) [@jmacallister](https://forum.magicleap.cloud/u/jmacallister)\
**Post date:** [May 3, 2023, 5:24pm UTC](https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822/2 "2023-05-03T17:24:09Z")

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Post processing can work on device with URP. Try these steps and see if it works for you.

1. Make sure post-processing is enabled on your camera
2. Make sure post-processing is enabled on your URP asset
3. Create a global volume with a new volume profile and add a bloom override
4. Check that you have reasonable threshold and intensity values and that those boxes are enabled
5. Create a new layer called "post-processing" or something like that and put your volume on it.
6. In your camera component under Environment \> Volumes \> Volume Mask make sure that your "post-processing" layer is enabled.

Hopefully this helps! Caution, if you are using the Segmented Dimmer feature post-processing effects can cause conflicts. Post process features can overwrite the frame's final alpha values and cause segmented dimmer weirdness.

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**Author:** ![cstavros](https://avatars.discourse-cdn.com/v4/letter/c/ebca7d/32.png) [@cstavros](https://forum.magicleap.cloud/u/cstavros)\
**Post date:** [May 3, 2023, 7:08pm UTC](https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822/3 "2023-05-03T19:08:58Z")

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Thanks, Kit! I thought we are doing all of that but maybe we missed something. I know this was previously a known limitation. Do you happen to know if this requires a minimum SDK or OS version? Thank you.

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**Author:** ![jmacallister](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/jmacallister/32/650_2.png) [@jmacallister](https://forum.magicleap.cloud/u/jmacallister)\
**Post date:** [May 4, 2023, 3:56pm UTC](https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822/4 "2023-05-04T15:56:04Z")

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Hey Chris, I've just double-checked my project settings and verified that it is working on device. I started with the Unity Magic Leap Examples from the Magic Leap Hub V 1.6.0.

This project uses:

- `Unity 2022.2.0f1`
- `Magic Leap OS v1.2.0`
- `"com.unity.render-pipelines.universal": "14.0.4"`
- `"com.magicleap.unitysdk": "1.6.0"`

Hope this helps! (Not totally sure what the minimum SDK version is to fix this, I believe this was previously an issue with the XR implementation.)

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**Author:** ![pepone](https://avatars.discourse-cdn.com/v4/letter/p/9fc348/32.png) [@pepone](https://forum.magicleap.cloud/u/pepone)\
**Post date:** [May 9, 2023, 8:53am UTC](https://forum.magicleap.cloud/t/post-processing-bloom-in-unity/1822/5 "2023-05-09T08:53:46Z")

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I used MK Glow from the asset store. It can skip the whole post-processing and just add glow - might be a better performance...
