Setup and Render Pipelines
If you're using the Built-In Render Pipeline, the asset will work out of the box. However, we still recommend reading the text below for best results. For those using URP or HDRP, there are a few setup steps you'll need to follow to get the asset working properly. These steps are detailed in the points below.
Built-In Pipeline:
No setup is needed to use the asset in this Pipeline, everything is ready to go after importing the asset. But in order to get everything looking like in the store images, WebGL demo and trailer you’ll need to add post processing Bloom and change a couple project settings, here’s how:
Install Post Processing package from the Package Manager
In Project Settings, Graphics Settings enable HDR in all checkboxes At this point if you open the Demo scene it will look just like in the Trailer, but if you want to replicate the same setup in another scene you can follow these steps:
Make sure you allow HDR in you camera
Add Post Process Layer and Volume component
Add the included AllIn1VfxPp Profile to the Volume component
Properly configure them make making it Global and setting the Layer to the same Layer of the Camera you are using
You can also watch a video about it here:
URP Pipeline:
To use the asset normally you just need to follow steps 1 and 2. The rest of the steps are optional, since they are only needed to get the Demo to look like in the store images, WebGL demo and trailer. These are the steps:
Make sure that URP is properly installed on the project by either creating a URP project in Unity Hub or by going into the Package Manager, installing Universal RP, creating a Pipeline Asset and finally assigning it to the Graphics Settings tabs.
Select the Pipeline Asset (create one if needed and assign it on Project Settings -> Graphics) and make sure that both Depth Texture (used by Soft Particles and Intersection Glow effects) and Opaque Texture (used by Screen Distortion effect) are enabled:
Import the “ImportUrpPackage” Unity Package included in the asset root folder. At this point you can load the DemoUrp scene and see if everything works properly (from asset version 1.5 it should, otherwise please proceed with the following steps). If everything is working fine take a look at step 8 and ignore the rest.
Set Color Space to Gamma in Player Settings, Other Settings, Color Space. This is OPTIONAL, choosing a Color Space is an important project decision. Gamma is recommended just to get the same Demo results as in the store page.
This step is optional and only recommended for users using the URP 2D Renderer. In that case you’ll want to use the feature below the Materials Shader Auto Setup, the Disable Depth And Scene Color effects from materials to deactivate 3 effects that are incompatible with the 2D Renderer:
You can delete the Built-In shaders (AllIn1VfxBuiltIn and AllIn1VfxGrabPass) to avoid error messages down the line:
You can now open the DemoUrp Scene and everything will look like in the promotion material. In case it doesn’t look exactly the same it means that you are in a more recent URP version where the Post Processing Bloom implementation has been changed. You can play around with the Bloom values in the Camera gameobject, inside the Volumes Component.
You can also watch these videos:
https://youtu.be/KRPB3tTpqH0 (URP Renderer Setup NEW)
https://youtu.be/SjdlMLoNOSw (URP Renderer Setup OLD)
HDRP Pipeline:
The asset works just as well in this pipeline as in the other 2 (it has complete feature parity and also has amazing performance), but the Demo scene and demo prefabs weren’t designed to look good in this pipeline. This means that no matter what we do we won’t be able to get the exact results of the store images, WebGL demo and trailer without modifying the properties of each material if the Demo. Effects created for HDRP should be created inside HDRP and targeting HDRP. If you do so you’ll get amazing top notch results. But the demo, unfortunately doesn’t include any HDRP specific effect since the effects were created in the Built-In also having URP in mind. This means that the demo will look pretty bad and dull in comparison to what’s shown in the promotion materials. Knowing this. , these are the setup steps:
Make sure that HDRP is properly installed on the project by either creating a HDRP project in Unity Hub or by going into the Package Manager, installing High Definition RP, creating a Pipeline Asset and finally assigning it to the Graphics Settings tabs
Import the “ImportHdrpPackage” Unity Package included in the asset root folder. Note that there are 2 of them “ImportHdrpPackage(pre2020)” and “ImportHdrpPackage(2020plus)”. Choose the appropriate one according to the Unity Editor version you are using.
You can delete the Built-In shaders (AllIn1VfxBuiltIn and AllIn1VfxGrabPass) to avoid error messages down the line:
With these steps you can already start using the asset. But if you want to get the Demo working, even knowing and understanding that it will look bad and dull (because the materials weren't tuned or created with HDRP in mind) you'll also need to do the following step:
Change the Default Volume Profile Asset to AllIn1PostProcessingHDRP:
You can also watch this video: https://youtu.be/I_JvyLNrjwY (HDRP Renderer Setup)
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