URP + WebGL and Post-Processing

Hi all,

I’m trying to build a simple scene for webgl. I use pbr materials so I have to use (I think) URP.

I use post processing effects (using volume overrides) and I see them all in the editor (and game preview) but however I tried, I cannot seem to get them working in the build itself.

I needed ambient occlusion too, and I realized that URP doesn’t have it, so I downloaded a plugin (HBAO - Horizon Based Ambient Occlusion - HBAO image effect page-14) and it acted the same way too.

The developer informed me that URP doesn’t use PP in the build but, is that correct?

What would be the way for me to build for webgl using pbr materials and PP? I literally scoured the web for answers but couldn’t find any that would help me.

I’ve been struggling with this for a week with no solution in sight. Could anyone please guide me in the right direction?

Select your camera and look in the inspector for a checkbox called “postprocessing”. this will enable postprocessing in the game view and your builds.

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Hey I know it’s late but any chance you got this to work?

Post Processing requires a browser supporting WebGL 2.0. So if you want to make sure it always appears for people then uncheck “Auto Graphics API” (in Build Settings->Player->Other) and make sure you’re only including “WebGL 2” - but this does mean less users, so also make sure that’s what you want.

In code, you can check if post processing is available in a user’s browser like this:

bool postProcessingAvailable = (SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2);
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You must switch to the Webgl 2.0 (Opengl Es3.0) from player settings
Here is some graphics tips on Web GL :