Demo Scene

beginner tasks

Global Dirt · Common Tasks

The demo scene lives at GlobalDirt / Demo / Demo.unity. It ships with ready URP settings in GlobalDirt / Demo / URP settings: either assign the included GD_RP asset in Project Settings / Graphics (check Quality too) or add the Global Dirt Render Feature to your own active renderer before playing.

Controls

W A S DMove
Q / EDown / up
ShiftMove faster
MouseLook around. Click to capture the cursor, Escape to release it.
TabToggle the effect on and off
1 2 3 4Set Intensity to 0, 0.33, 0.66 and 1

The demo works with both the classic input manager and the Input System package.

What ships enabled

The profile in GlobalDirt / Demo / Profiles comes with Intensity at 1 and Quality at Standard, over a Deferred renderer, with dirt, moss, metal aging and rust already on. Dust, color variation, the artistic gradients and zones are off, so there is plenty left to switch on yourself.

Things to look at

  • The moss nooks: a slatted wall, a stack of pipes, a block of niches, a ribbed slab and an open trough, all built out of wedges, corners and grooves. Moss ships at full Strength and colonizes exactly those recesses, which is what Under Cover and Cracks do when there is real geometry to read. Three of the five are metallic, so they age and rust at the same time.
  • The moving objects: they orbit and spin, and their dirt travels with them. Each one carries a Global Dirt Object with Anchor Dirt on. Turn the checkbox off on one of them and its dirt will slide, which is the clearest way to see what anchoring does.
  • Walls versus sheltered spots: dirt ships on at a moderate strength. Take its Under Cover to 1 and everything facing the sky comes clean; take it to zero and the dirt spreads over every surface.
  • The presets: Dry, Grimy and Abandoned, one click each, are the fastest way to see how far the effect goes. They never touch the metal effects, so the metallic props keep their corrosion while the rest of the scene changes.
  • Aging against rust: take Rust Strength to zero and the metal props stay metallic but dull and discolored, which is Metal Aging alone. Bring rust back and the corrosion is composed over that aged substrate.
  • The metal effects need Deferred: switch the renderer to the Forward path and aging and rust spread over every surface, painted props and floor included. There is no metalness outside the GBuffer, so Forward applies them everywhere as an approximation. Take both Strength sliders to zero there, or go back to Deferred.
  • Seeds and offsets: pick an effect, change its Seed, then slide its Offset and watch the patches travel through the scene while everything else stays put.
  • The compare split: enable Compare in the volume override and orbit around; the before and after view is the fastest way to tune every slider.
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