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Update component-reference.md
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marwie authored Jul 5, 2024
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Expand Up @@ -42,9 +42,7 @@ Learn more in the [Scripting](./scripting.md) section of our docs.

Postprocessing effects use the [pmndrs postprocessing library](https://www.npmjs.com/package/postprocessing) under the hood. This means you can also easily add your own custom effects and get an automatically optimized postprocessing pass.

- **Unity only**: *Note that Postprocessing effect export in Unity is only supported with URP.*

- **Unity only**: *extra Component* means that the effect component is an extra component that has to be added next to the Volume component. For example for Antialiasing add a `Volume` component and an `Antialiasing` component to the same GameObject.
- **Unity only**: *Note that Postprocessing effects using a Volume in Unity is only supported with URP*

| Effect Name | |
| --- | --- |
Expand All @@ -53,13 +51,13 @@ Postprocessing effects use the [pmndrs postprocessing library](https://www.npmjs
| Chromatic Aberration | *via Volume asset* |
| Color Adjustments / Color Correction | *via Volume asset* |
| Depth Of Field | *via Volume asset* |
| Vignette | *via Volume asset* |
| ToneMappingEffect | *via Volume asset or separate component* |
| Pixelation | |
| Screenspace Ambient Occlusion N8 | |
| Screenspace Ambient Occlusion | |
| Tilt Shift Effect | |
| Vignette | *via Volume asset* |
| SharpeningEffect | |
| ToneMappingEffect | *via Volume asset or separate component* |
| *Your custom effect* | [See example on stackblitz](https://stackblitz.com/edit/needle-engine-custom-postprocessing-effect) |

## Networking
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