CRT Postprocess - for URP, HDRP and Built-in Pipelines View on Asset Store (opens in new tab)

Package details

Latest version
1.32
Last updated
First released
Unity version
6000.0.62 or later
Package size
2.5 MB
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55
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CRT Postprocess - for URP, HDRP and Built-in Pipelines

by Yuichi Higuchi (opens in new tab)

4.3 / 5 · 7 ratings

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CRT display-style post-processing filter, available for URP, HDRP and Built-in pipelines. It is lightweight and runs comfortably on mobile devices, and features NTSC Cross-Talk (rainbow bleeding).

Price $4.99

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Price history

Last 6 months

USD
Price history for CRT Postprocess - for URP, HDRP and Built-in Pipelines, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Jun Jul Aug Sep Oct Nov Version 1.31 released 29 Jun 2026 v1.31 Version 1.32 released 17 Aug 2026 v1.32

Asset preview

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CRT Postprocess - for URP, HDRP and Built-in Pipelines screenshot 1

CRT Postprocess - for URP, HDRP and Built-in Pipelines screenshot 1

About this asset

Applying this filter will produce a screen effect similar to a retro CRT display.

The screen is distorted like a CRT surface and looks like an old TV adjacent colors blur, and sometimes rainbow blurring also occurs.

Although the setup methods are different for the URP, HDRP and legacy (built-in) pipelines, the shaders used are the same and the same effect can be achieved.

Customizable Postprocess Parameters

The following are parameters for NTSCFeature, NTSCPostprocess, and NTSCPostprocessHDRP.

When using URP, use the parameters of NTSCFeature, and for Legacy (Built-in), use those of NTSCPostprocess.

For HDRP, use the parameters of the Volume Profile asset.

  • Buffer Height
    • Height pixel resolution for filter processing. (It will be sharper at higher resolutions, but will lose its retro-display look.)
  • Output Height
    • Height pixel resolution for screen output. (The number of scan lines is affected by this height.)
  • Cross Talk Mode
    • Method used for rainbow color bleeding using neighboring pixels.
    • [None] No rainbow bleeding is performed.
    • [Vertical] Rainbow bleeding is constant on the vertical axis.
    • [Slant] Rainbow bleeding is slanted.
    • [Slant Noise] Rainbow bleeding is slanted and flickering.
  • Cross Talk Strength
    • Cross-Talk (rainbow bleeding) intensity. Larger values make the image more vivid, and smaller values make it more black and white.
  • Brightness
    • Screen brightness.
  • Black Level
    • Black level brightness. (Specify 1.0526 for the same look as past versions.)
  • Artifact Strength
    • Strength of artifacts due to pixels on the left and right.
  • Fringe Strength
    • Strength of color bleeding by pixels on the left and right.
  • Chroma Mod Frequency Scale
    • Value to change the chroma modulation frequency. (default = 1)
  • Chroma Phase Shift Scale
    • Value to change the chroma phase shift. (default = 1)
  • Blur Width
    • The blur width using neighboring pixels. The larger the value, the more blurry the image.
  • Curvature
    • When turned on, the screen becomes distorted like a CRT.
  • Corner Mask
    • Circular mask of screen corners; turning OFF eliminates the mask, but off-screen pixels may be visible if Curvature is ON.
  • Corner Radius
    • Number of pixel radius for circular masks in the corners of the screen. (This value is used only when Curvature is OFF.)
  • Scanline Strength
    • Strength of the scan line. (0~1: the higher the value, the clearer the scan lines appear)
  • Beam Spread
    • Scan line beam spread intensity. (0~1)
    • 1: pixels appear to be connected to other scanlines above and below if the pixel luminance is high.
    • 0: pixels are not connected to other scanlines above and below.
  • Beam Strength
    • The larger the value, the brighter the output pixels.
  • Overscan Scale
    • Scale value of how much the drawing should be enlarged in relation to the screen. A value less than 1 means the drawing will be enlarged; a value greater than 1 means the drawing will be reduced.

From the publisher's Asset Store listing.

Technical details

The filtering process takes place in three stages.

  • 1st Stage
    • YIQ conversion from RGB image.
  • 2nd Stage
    • YIQ to RGB conversion and blurring processing in the YIQ color space.
  • 3rd Stage
    • Scanlines and screen distortion, corner masking.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.62f1 Compatible Compatible Compatible

This asset tested at Unity 2021, 2022 built-in pipeline and URP, and Unity 6 built-in pipeline and URP and HDRP. Other pipeline is not tested.

As listed on the Asset Store.