

You enable several post-processing effects: Bloom, Color Grading, Vignette, maybe a Depth of Field. In the Editor everything looks fine. But when you run the game, some effects appear too strong, colors clip, or you see strange flickering and banding. Some effects seem to override others unexpectedly.
This is often called the “Post-Processing stacking bug.” In most cases, Unity is not broken — this happens due to the way multiple post-processing volumes interact and how the stack order affects rendering.
Unity Post-Processing (both the old stack and URP/HDRP Volume system) uses a priority-based system. Volumes with higher priority override lower ones. When multiple volumes overlap, the final effect is a blend depending on their weights.
Common problems occur when:
Select your Post-Processing Volumes and inspect the Priority field.
Rule of thumb: give local volumes affecting small areas a slightly lower priority than global volumes that affect the entire scene.
Volume weight controls blending:
Accidental overlapping volumes with weight 1 can result in “double” application of effects like Bloom or Color Grading, creating clipping or color artifacts.
Volumes use Layer Masks to determine which cameras they affect.
Make sure:
Mismatched layers often create unexpected stacking behavior.
Some post-processing effects interact poorly when applied multiple times:
Solution: Avoid duplicating the same effect across multiple overlapping volumes. Keep one global effect for consistent look and use local volumes only for subtle changes.
URP and HDRP handle post-processing differently:
Artifacts may appear if mixing URP post-processing assets with old Post-Processing Stack v2 assets.
If you spawn volumes at runtime without adjusting priority or weight, they can unintentionally override existing volumes and cause visual artifacts.
Always initialize runtime volumes carefully and test how they blend with existing volumes.
Some artifacts only appear in Game View because Scene View sometimes ignores weight blending or global volume overrides.
Always validate your post-processing setup in Game View and on the target platform.
Not really. Post-processing artifacts usually result from misconfiguration or misunderstanding of the volume system. Unity blends overlapping volumes intentionally; unexpected visual results often come from multiple overlapping effects rather than engine faults.
Post-processing stacking requires careful management of volume priority, weight, and camera layers. By structuring your global and local volumes properly and avoiding duplicated effects, you can eliminate flickering, clipping, and other visual artifacts.
Once volumes are organized, post-processing looks consistent and professional across all scenes and devices.