Unity Add-on 0.3.0

Custom render pass setup instructions for URP and HDRP projects using 404—GEN Unity Add-on 0.3.0

Universal Render Pipeline

Unity 6 requires enabling Compatibility Mode (Render Graph Disabled) to use the custom Renderer Feature included in this package. This setting is in Project Settings > Graphics > Pipeline Specific Settings > URP > Render Graph

  1. From the Project folder, go to Assets > Settings

  2. Select the asset labeled URP-Balanced-Renderer or in Unity 6, PC_Renderer (Universal Renderer Data)

  1. In the Inspector, under Renderer Features, click Add Renderer Feature

  2. Select Gaussian Splat URP Feature

  1. Repeat this process for the High Fidelity and Performant Renderer assets.

High Definition Render Pipeline (HDRP)

With HDRP, a Custom Pass Volume can be injected into the render loop, either globally or within a certain area.

  1. Go to Game Object -> Create Empty to add a new Game Object to the scene and name it GaussianSplatEffect

  2. In the Inspector, use the Add Component button to add a Custom Pass Volume

  1. Set the Mode to Global unless you only intend to use Gaussian Splats in a specific area, defined by colliders.

  1. Set the Injection Point to either Before Transparent or After Post Process (recommended).

  1. Under Custom Passes click the + button and select Gaussian Splat HDRP Pass.

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