---
title: "Post-Processing"
description: "Post-processing is selected by quality policy, environment profile, and camera overrides."
engineVersion: v1.0.234
date: 2026-09-28
license: "(c) Gessa, proprietary. Cite with attribution to https://gessa.ai/docs/. Terms: https://gessa.ai/terms/."
canonical: https://gessa.ai/docs/creator/graphics/post-processing/
---
# Post-Processing

Post-processing is selected by quality policy, environment profile, and camera overrides.

## Pass Classes

- `none`: direct render.
- `basic`: lightweight post.
- `standard`: normal production post.
- `advanced`: TAA, color grading, bloom, vignette, and the highest shared runtime post budget.
- `cinematic`: cinematic timing and quality budget for the same shared active effects.

## Effects

Supported active renderer effects include tone mapping, exposure, bloom, 3D LUT color grading, vignette, FXAA, SMAA, and TAA.

GTAO/contact shadows, depth of field, motion blur, and screen-space reflections remain policy/schema fields, but they are not active runtime tier features until both WebGL and WebGPU have pixel-proven implementations.

WebGPU uses TSL nodes for the advanced stack. WebGL uses composer passes and lower-cost fallbacks.

## Camera Overrides

Cameras can override post preset, tone mapping, exposure, anti-aliasing, color grading preset/intensity, and vignette strength. This is useful for cutscenes, scoped cameras, and photo modes.

## Built-In Color Grades

Built-in LUT presets are Neutral, Warm, Cool, Cinematic, B&W, and Vibrant. They are generated as 16x16x16 3D LUT textures and shared by both backends.
