In URP it is inside of the Full Screen Pass. In HDRP it is called something different, because it has more a lot more options in it’s version because HDRP has less restrictions. I don’t remember what the pass feature was called, but I think as mentioned in the post above mine it could be inside of the Custom Pass Volume as a seperate component for more flexibility.
tangential question regarding that, in your experience, is HDRP with volumetric faster than URP with one of the assets like Buto? I keep hearing negatives regarding HDRP but the look is very premium, I wonder if it’s scalable enough to hit low end consoles like the switch or high end mobile, without poking into the c# code of the pipeline.
That depends on what version of Unity you are using. Going to be honest with the Render Graph update that brought major changes to both URP and HDRP a lot of things need retested, but I can say in Unity 6 both are a lot better performance except for some edge cases if you can’t use the GPU Resident Drawer.
At the moment with the GPU Resident Drawer in most cases when you can support it it is honestly better by default in FPS, memory, and CPU. With Volumetrics I have been wanting to do a lot more tests in HDRP with all the new updates revolving around probes, light bake API, and render graph. These have brought so many ways to improve on performance that I haven’t been able to fully dig into them.
At the moment I am mainly working in URP instead of HDRP so haven’t been able to do my normal deep dive of them yet.