URP 200+ Post Processing Effects by Roam Moon
By Roam Moon
Rated 0.0/5 from 2 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $29.99. The latest store price is $59.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $59.99 | Latest store price | |
| $59.99 | Unity First Price 2026-10-02 2026-10-02 | |
| $29.99 | Unity New Release Discount 2026-10-02 2026-10-16 | |
| $29.99 | Unity New Release Discount 2026-10-02 2026-10-16 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About URP 200+ Post Processing Effects by Roam Moon
- Art & Visuals > VFX
Two ways to use every one of them. For an ambient look, add an override to any Volume, pick a mode and raise Amount. For a hit that plays once and cleans itself up, one line of script: stack.Play(ScreenEffectMode.Shockwave). Both draw through the same pass, so mixing them costs nothing extra.
88 of the 200 play once and remove themselves when they finish. 112 loop until you set Amount back to 0. Nothing has to be scheduled, pooled or cleaned up by hand.
It does not care what drew your frame. The pass runs on the camera colour, so a 2D sprite game and a lit 3D scene get exactly the same 200 effects with exactly the same settings. No separate 2D and 3D versions to learn.
Every effect ships pre-tuned. Picking a mode loads the values that make that effect read properly, so it looks right before you touch anything. Ten settings are shared across all 200, and each effect uses only the ones that mean something to it.
One setup step: a menu item finds every URP Renderer asset in your project and adds the feature to the ones that need it.
The cost is one full screen pass per active effect, the same shape of cost as any other full screen post effect, and it scales with the effects you have running rather than with the 200 in the pack. With nothing running, the feature adds nothing at all: it returns before the pass is ever queued, so an idle frame does not carry an empty pass. An effect whose Amount is 0 is not collected, not drawn and not counted. The stack runs on unscaled time, so a hit effect keeps playing while the game is paused. And when something looks wrong, a Debug dropdown on the renderer feature draws a neutral pass or skips the pass entirely, which tells you whether the effect is wrong or the pass never ran.
Two demo scenes are included, one 2D and one 3D, each with a browser that steps through all 200 so you can see every effect before you pick one.