Quick answer: Unreal post-process bilateral blur for VFX running twice when half-resolution buffer enabled? Pass is dispatched once per resolution level - configure to run once.
VFX softness post-process: at full res, runs once; at half res, runs twice. Twice the cost; same visual.
Configure pass per resolution
Pass declaration: Bound Resolution = Full. Skips the half-res dispatch.
Or merge to one pass
Manual implementation that handles both resolutions in one dispatch. Slightly more shader; one pass.
Verify with frame debugger
RenderDoc capture: pass count visible. Two passes for one effect = config bug.
“Post-process passes have resolution scope. Implicit = whatever the default expects.”
If a custom post-pass has surprising cost, the resolution config is usually the cause. Audit explicitly.