PRISM 2 is now available on the Unity Asset Store - with full support for the Universal Render Pipeline via Render Graph
PRISM 2 - Realistic Post-Processing | Fullscreen & Camera Effects | Unity Asset Store
What is PRISM?
PRISM is an all-in-one post-processing solution for Unity, designed to incorporate multiple highly-optimized realistic post-processing effects into one “Uber-Shader” to reduce expensive Graphics.Blit passes and increase performance.
What does it do?
Check out the PRISM GUIDE - Built-In or PRISM GUIDE (URP) to see all features. The current version of PRISM features:
(ALL effects are HDR & LDR compatible)
All platforms are supported except Web. VR Support includes a smaller subset of effects.
PRISM.Develop
-A combined, ultra-hd colour correction pipeline, simulating digital development of raw photos. Includes exposure, color correction, tint, brightness curves and more.
-PRISM.Develop uses CIELAB colour space - the most accurate out of any colour solution
-Integrated into main pass
PRISM.Distortions
-Physically accurate lens distortions. Barrel & Pincushion distortion that don’t randomly blur your lens!
-Includes standard chromatic aberration, and glass dispersion settings
-Integrated into all passes for physical accuracy
PRISM.Bloom
-HDR Layered bloom
-Supports no threshold (physically correct) or threshold bloom (artistic choice)
-Temporal stability (anti-flicker)
-Lens dirt
-Integrated into Main Pass
PRISM.Noise
-Simulating digital sensor noise, PRISM.Noise is necessary to achieve a filmic look at high ISOs
-Fully integrated into main pass, with dither option
PRISM.Vignette
-Accurate, brightness decreasing function towards the corner of the lens
-Integrated into Main Pass
PRISM.Color
-Photographic colour correction, including shadows/midtones/highlights correction
-Artist-friendly
-Colour vibrance
-Colour contrast
-Integrated into Main Pass
PRISM.Lut
-Dual lookup textures
-Mobile friendly colour correction option
-Integrated into Main Pass
PRISM.Sharpen
-PRISM’s ultimate photographic sharpen effect, with minimal cost
PRISM.Tonemapping
-Unique tonemapping operator, fully integrated into the PRISM chain
-Integrated into Main Pass
PRISM.NNAO (Built-In)
-The ultimate in modern, neural-network based ambient occlusion
-Customized sampling algorithm for PRISM ensures great performance
-The first ambient occlusion usable on many mobile devices, due to heavy texture sampling instead of deep nested loops of slow math
-Temporal stability
PRISM.Depth of Field
-Front field blur
-Variable aperture size and shape
-Highly scalable performance
-Highly customizable focus lengths, bokeh intensities, and blur amounts
-Integrated into Main Pass
PRISM.Rays (Built-In)
-Customizable Weighting, Color, and Threshold
-Tightly integrated into other effects - can cost as little as 0.2ms when using Bloom as well!
Why make PRISM?
Through the course of developing the competitive survival game Down To One, we used to use a bunch of post-processing effects on the main camera, and because of our custom 3-camera setup, performance did start to become a huge issue. As we’ve added a few more PP effects, it’s become obvious that you simply can’t have a properly optimized game when you “stack” effects on your camera - VRAM, extra GPU time spent in Graphics.Blit passes, performance lost where effects could be combined - there’s a reason no other game engine does it like Unity. Also, I wanted Depth of Field with Bokeh that didn’t suck, or take 2ms frame time ![]()
TL;DR - PRISM has been developed for use in my game, and as a general asset for developers that want a highly optimized, realistic looking ‘one-stop-shop’ for post-processing.
Why choose PRISM over other packages, or the new PostProcessing Effects?
PRISM started the post-processing revolution in Unity. Unity’s new Post-Processing pipeline is based off many of PRISM’s original concepts, including PRISM-Presets, combined uber-passes, and artist-friendly inspector tools. Now, with PRISM, you can add PRISM to your PostProcessing stack and use any effects you want, whilst still keeping your favourite Unity effects (ie. Temporal Anti-Aliasing or SSRR).
PRISM is production-ready. Anyone purchasing PRISM gets a launch support guarantee - if your game launches and users report an issue with PRISM, join the Gadget Games discord and ping me - it will be fixed.








