I am creating an outline glow (aura) effect for a mobile game (android) and have noticed that the cost of a graphics.blit is quite high. Even only doing a "blit(source,dest)" and nothing else is slow (-5~-7fps). I wanted to know if there are any methods / techniques that can reduce the decrease in frames ? Any alternatives to using graphics.blit ? (Render to a full screen quad ?, Render MainCamera To RT, then do post work, then composite and blit to screen ?) I can manage to get around 40 FPS, but its not an acceptable frame rate. If there really is no way to do Post Render work on mobile, I will go a different route. About my setup: Testing on a Samsung Galaxy S5 with Android 5. I have a post effect script attached to the main camera. Main Camera does NOT render to an RT. It just renders normally. I am doing my post effect work in "OnRenderImage". I am using 2 or 3 temporary render textures at runtime (RenderTexture.GetTemporary) I have a color RenderTexture and a depth RenderTexture. The size is a quarter of the source RT. I have some CommandBuffers set up to render the models that I want to create the outline glow effect for. The models all get rendered to my temp RT, then the RT is blurred, then composited with the source RT.