> For the complete documentation index, see [llms.txt](https://studio-docs.sandbox.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://studio-docs.sandbox.game/the-editor/how-to-use-post-processing.md).

# How to use post processing

Post-processing is the final look of the image: colour, glow, depth, and style. Open the stack, turn **one** effect on, then adjust it while you watch the viewport.

Tone mapping and anti-aliasing start on. Bloom, ambient occlusion, colour grading, depth of field, pixelation, and retro start off. Colour grading needs WebGPU.

{% embed url="<https://youtu.be/49yBptX5zn4?si=2-JtBb2v51oGk05K>" %}

{% stepper %}
{% step %}

## Open post-processing

In the Outliner, select the scene (templates often name it **Default**). The Inspector lists the effects. If you do not see Default, select the scene or World object that shows those fields.
{% endstep %}

{% step %}

## Enable one effect

Turn the effect on before you change its numbers. Keep the viewport visible.

{% hint style="info" %}
*NOTE: Use the reset arrow beside a setting to restore that value. You can turn a whole effect off at any time.*
{% endhint %}
{% endstep %}

{% step %}

## Build the base image

Set colour and brightness before glow or style.

**Tone mapping**

How bright HDR lighting becomes on screen. Change the mode and Exposure until highlights and shadows look right.

**Colour grading**

On WebGPU, enable Colour Grading. Exposure, Contrast, and Saturation are the main controls. Temperature warms or cools the image. Tint, Lift, Gamma, and Gain are finer colour shifts — start small.
{% endstep %}

{% step %}

## Add contact depth

Enable Ambient Occlusion so corners and object bases look grounded. If the image gets too dark or Play feels slower, lower the effect or its resolution scale.
{% endstep %}

{% step %}

## Strengthen bright areas

Enable Bloom. Strength is how much glow. Threshold is how bright a pixel must be before it glows. Radius is how far the glow spreads. The sky is skipped by default so the backdrop does not bloom.
{% endstep %}

{% step %}

## Smooth jagged edges

Enable Anti-aliasing if model edges look stair-stepped. Check the result in Play, not only in the editor.
{% endstep %}

{% step %}

## Set the focal depth

Enable Depth of Field. Focus Distance is what stays sharp. By default only distant objects blur, so gameplay in front of the camera stays readable.

{% hint style="info" %}
*NOTE: Strong bloom, heavy ambient occlusion, and strong depth of field hide what the player needs to see. Test in Play while moving.*
{% endhint %}
{% endstep %}

{% step %}

## Create a stylized finish

Enable Pixelation or Retro only after the base look is right.

**Pixelation** — larger Pixel Size means chunkier pixels. Edge settings add outlines between blocks.

**Retro** — scanlines, vignette, and colour banding. Check it on a colourful scene; a white box will not show the look.
{% endstep %}

{% step %}

## Stack effects gradually

Turn effects off and on so you can see what each one does. Outline and screen-space reflections are on the same list; leave them off unless you need them.
{% endstep %}

{% step %}

## Test and refine the final look

Enter Play mode and view the scene in motion. Reduce anything that hides gameplay or pulls attention off the game.
{% endstep %}
{% endstepper %}

## What You've Done

The scene has a controlled base image, optional glow and depth, and an optional stylized finish you can keep changing with the art direction.


---

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