I have also had disappointing Android / iOS performance around the board from post processing in URP… From my testing, LDR colour grading in PPV2 seemed to be faster than PPV3.
I have used Amplify colour frequently in the last couple years as well on Android/iOS, and never noticed such harsh performance drops from it.
I don’t have the time to put together any numbers at the moment, but it does seem like something isn’t right.
New unity post fx use uber shaders, even with one effect on is like using many of them at the same time. My idea was that non used effect would be taked out from the shader, but that do not happens (just some are cut out, panini effect, tonemapping).
What i did at the end was creating my own LUT effect. it works 99.9% ok, just some color offset in linear mode, but normal user wont see any diference.
By my tests i conclude
Turning off the Volume do NOT turn off the effects (they keep running in the background).
Turn off the Effects using the ; UniversalAdditionalCameraData script
Can’t see any difference using Stop NaN
HDR have performance down
Depth Texture create GMEM, slower
Is better to use Post Effect with Vulkan. Open GL is slower.
New unity post effect have many GMEM (previous postrender, prerender had 0, way faster)
Using Vulkan can not profile Frame debugger on windows or profile shader, run time editing (they are compiled in SPIR-V)
Bloom is very heavy, edit the k_MaxPyramidSize to 3 or 4. (Or make a new bloom system)
All my test had at least 10 fps down. (at least 4 ms, aim 60 fps)