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Use this guide when your Unity project uses Universal Render Pipeline.

Set up URP

1

Install URP

In Window > Package Manager, install Universal Render Pipeline if it is not already installed.
2

Assign a URP asset

In Project Settings > Graphics, assign a URP asset.
3

Use a 2D Renderer

For Sprite-Lit materials, make sure the URP asset uses a 2D Renderer.
4

Set the Pixelate profile

In the capture manager’s local profile settings, or in an assigned PixelateProfile, open Normal Map and set Material Pipeline to URP.
5

Set Light Render Textures

Open the 2D Renderer asset, expand Light Render Textures, and set Render Scale to 1.

Capture

Follow Capture your first sprite, Image capture, or Animation capture. When Normal Map is enabled, Pixelate creates a matching _N.png for each static capture or animation clip, then assigns it as the diffuse sprite sheet’s _NormalMap secondary texture.

Use a lit sprite material

1

Create a material

Create a new material.
2

Choose the shader

Set the shader to Universal Render Pipeline/2D/Sprite-Lit-Default.
3

Assign the sprite

Use the generated diffuse sprite sheet or its sliced sprites. The generated normal map is already linked as a secondary texture.
4

Assign the material

Set the material on your Sprite Renderer.
5

Add a 2D light

Add a 2D light, then turn on Normal Maps in the Light 2D component so the sprite reacts to the normal map.
Open Assets/Pixelate/DEMO/Scenes/Visualize.unity to see the lighting setup in context. The render assets in Assets/Pixelate/DEMO/URP are included as a pre-configured starting point.
A URP project using a 3D renderer will not light Sprite-Lit sprites the same way as a 2D Renderer. Use a 2D Renderer for normal-map sprite lighting.