URP And Post Processing Setup
Last updated
Last updated
The asset works out of the box in both Built-In, URP needs a couple tweaks, but the asset will do them automatically for you on import, in any case they are detailed below.
If meshes appear black in your scene, this indicates a render pipeline configuration issue. This asset requires a consistent rendering setup:
Option 1: Using URP (Universal Render Pipeline)
Keep the URP package installed
Assign a URP Render Pipeline Asset in Graphics Project Settings
Option 2: Using Built-In Render Pipeline
Make sure that the URP package is not present in your project
Set the Render Pipeline Asset to null in Graphics Project Settings
Technical Note: This occurs because the asset's shaders check for URP compatibility tags. Unity automatically adds or removes these tags based on the presence of the URP package in your project.
As we were saying, the asset will automatically take these steps for you, but in case you want to double check you'll need to: 1. Disable "Depth Priming" 2. Setup a Renderer Feature that draws the Outline effect. 3. Convert a few Built-In Demo Materials to URP
To Disable "Depth Priming". You can find this option in the Universal Renderer Data that you are using.
Unity 6 already has Depth Priming disabled by default but it's worth double checking just in case. And if you have no idea what Universal Renderer Data you are using you can go to Graphics Project Settings:
And that Universal Renderer Pipeline Asset contains the Universal Renderer Data you are looking for:
To setup a Renderer Feature that draws the Outline effect, in the same Universal Renderer Data from before we add a new Render Objects:
And we set it up like this:
There's a folder with some Built In Standard Materials. If you are in URP and don't want to see any pink material in the Demo you'll need to convert that folder to URP. This is the folder:
To convert them to URP the easiest way is to select all those materials and then Edit -> Rendering -> Materials -> Convert Selected Built-in Materials to URP
But alternatively you could try using the Render Pipeline converter found at Window -> Rendering.
For effects like Glow, Emission, and other properties that have intensity values to create glowing halos, you'll need to set up post-processing Bloom in your scene. For Builtin install the Post Processing package from Package Manager (Window → Package Manager). URP has the equivalent Volume component ready to go.
Both Post Processing methods will get automatically configured in the Demo Scene but remember to do the appropiate setup to your scenes if you want the glow effects to be picked up by Bloom so that they can have a glow halo effect.
The asset demos were created and recorded using the Linear Color Space, as it provides more accurate lighting calculations and better visual results with emission and glowing effects.
You can, of course, choose whatever Color Space you wish, but be aware that if you want to achieve the exact same results showcased in the store page and promotional materials, you'll need to use the Linear Color Space.
To check or change your project's Color Space:
Go to Edit → Project Settings → Player
Find the "Other Settings" section
Look for "Color Space" and set it to "Linear"