# Quality Settings and Post Processing

**URL:** https://discussions.unity.com/t/quality-settings-and-post-processing/877559
**Category:** Render Pipelines
**Tags:** Universal-Render-Pipeline, Post-Processing, URP
**Created:** [April 7, 2022, 6:53pm UTC](https://discussions.unity.com/t/quality-settings-and-post-processing/877559 "2022-04-07T18:53:03Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Lucas\_TDF](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/lucas_tdf/32/178945_2.png) [@Lucas\_TDF](https://discussions.unity.com/u/Lucas_TDF)
#### Post date: [April 7, 2022, 6:53pm UTC](https://discussions.unity.com/t/quality-settings-and-post-processing/877559/1 "2022-04-07T18:53:03Z")

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Hi,

I’m new to Unity and was going through the Quality Settings to understand how they are setup in URP. From what I`ve found there`s settings in many places but the configuration makes sense, you set an URP asset for a profile, that URP asset has a Renderer Setting asset.

The problem I have is with Post Processes, those are defined in a GlobalVolume GameObject placed in a scene and will be used if the Camera in the Scene has Post Processing enabled. Does this means that there`s no reference to the Quality Settings for those? ie there`s no way to specify a GlobalVolume per Quality Settings?

Post Processing are very GPU heavy and generaly one the main things that you tweak for quality settings, like removing bloom, setting less samples for SSAO etc… How is this working in Unity? Am I supposed to write a custom script that would change the profile of my GlobalVolume when there’s a QualitySetting change?

I hope this makes sense, thanks a lot!

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### Author: ![lhicks](https://avatars.discourse-cdn.com/v4/letter/l/6de8d8/32.png) [@lhicks](https://discussions.unity.com/u/lhicks)
#### Post date: [April 8, 2022, 5:39am UTC](https://discussions.unity.com/t/quality-settings-and-post-processing/877559/2 "2022-04-08T05:39:44Z")

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I ran into the same thing recently when I was setting up quality settings for my game. My solution was to write a script that looks for camera objects after every scene load and turns post processing on/off depending on current quality settings.
