These setup instructions are for the Universal Render Pipeline (URP).
- Unity 2021 / 2022 (LTS versions preferred).
- Universal Rendering Pipeline 7.5 or later (import the Universal RP package from the Package Manager).
- Windows / Mac desktop platforms.
- Make sure your project meets the above requirements.
- Import Shiny SSRR asset into your project.
- Enable Depth Texture option in the Universal Rendering Pipeline asset.
- Select the URP Renderer and add the “Shiny SSRR” render feature to the list. The “Ignore Post Processing” option can be used to allow Shiny to be executed even if post processing is disabled on the camera.
Deferred vs Forward Rendering Modes
In URP you can choose between deferred or forward rendering mode. Make sure you select the same rendering method in the Shiny SSRR render feature.
- In deferred, you can now jump to Global & Local Volumes section to finish the configuration of the asset.
- In forward, in addition to create a volume, it’s required to add a “Reflections” script to the gameobjects you want to receive reflections (you can add the script to a parent and specify that it will include all children).
Global & Local Volumes
The main approach with Shiny SSRR 2 will be to add the effect to a Global Volume in order to affect the whole scene. This way to set it up is ideal for scenes where the general settings will be applied to your entire environment. However, sometimes you will need specific locations on your scene to have different settings, or even not ve affected by the Screen Space Effect.
To solve this, you can use Local Volumes, with custom settings for that specific volume, and add the Shiny SSRR script only refered to that particular area. This setting works with both Forward and Deferred Rendering Path.
Introducing Volumes with Shiny SSRR 2 for URP
If everything is properly setup, you should be able to see the reflections in the included demo scene.