Snapshot Shaders 2 adds over 20 new post processing filters such as height-based fog, multi-featured blur, underwater with caustics, all of which support masking based on layers. You only want the effect to run on specific objects? You can do that!
✨ Included Effects
Fog - add height-based and distance-based fog
Silhouette - emphasize foreground and background elements
Painting - make everything look like a Bob Ross oil painting
Retro - relive the glory of old game consoles
Blur - apply Gaussian, box, or radial blurs, or draw bright light streaks
Underwater - make the screen flow and overlay caustics
Thermal - separate the screen into cold and warm colors
Glitch - offset parts of the screen erratically in three different ways
Colorize - tint the screen a different color
Synthwave - overlay bright, colorful gridlines onto the world
Dot Matrix - turn the screen into an array of lit bulbs
Distortion - curve the screen like an old television
Scanline - draw scrolling lines over the image
Dither - overlay a dither pattern based on brightness
Pixelate - reduce the resolution of the screen
Filmic - add film bars or randomly-generated noise grain
Kaleidoscope - mirror parts of the screen radially
Vortex - twirl and twist the screen contents into a center point
Greyscale - remove all color information and just show luminance
Sepia Tone - harken back to the days of early photography
Sharpen - increase the contrast between adjacent colors
Invert - render red as cyan, yellow as blue, and green as purple
Debug Mask - draw the contents of a mask texture to the screen
Global Mask - set up a mask texture to share between effects
🎮 Core Features
Every effect in the pack supports layer-based masking, so you can choose to render each effect to parts of the screen. With masking you can:
Draw effects based on each object's Layer Mask or Rendering Layer Mask
Render effects on top of only opaque or transparent objects, or both
Choose whether to include the skybox in the mask
Restrict effects to draw over lit or unlit materials, only those that render depth, or only those that support deferred rendering, among other things
Use a local mask only for an individual effect, or share a global mask between every effect in your volume profile
You can also choose where to draw the effect in URP's rendering loop. Right after drawing opaques, skyboxes, or transparents are all valid targets, or right before or after URP's internal post processing. On top of that:
Use URP's volume system to add your effects to a volume profile and seamlessly integrate them with URP's existing post process filters
Browse through demo scenes which explain each effect and provide use cases for every filter
Attach a huge number of premade volume profiles to any volume in your scene
Avoid mistakes through the use of helpful reminders and buttons when you use effects without adding them to the Renderer Features list
Please note that promotional content on this page shows off the URP Sample Scene, which is not included in the pack.
✅ Compatible Versions
Compatible only with the Universal Render Pipeline.
Tested on Unity 6.0, 6.1, 6.2, and 6.3 - the latest LTS version.
Please note that it has only been fully tested on desktop platforms - while the effects likely function on mobile, VR, console, and web platforms, performance and functionality may vary.