Pixelate supports Universal Render Pipeline and Built-in Render Pipeline capture workflows. Use URP when you can: Pixelate’s demo content is built for URP, and URP supports Sprite-Lit 2D lighting with normal maps out of the box.Documentation Index
Fetch the complete documentation index at: https://docs.pixelate.tomblack.ca/llms.txt
Use this file to discover all available pages before exploring further.
Choose the pipeline
- URP
- Built-in
Recommended for most Pixelate projects.For lit sprites, use
Universal Render Pipeline/2D/Sprite-Lit-Default with a 2D Renderer and a 2D light with Normal Maps enabled.Set the profile
Open the profile
Select the capture manager and use its local profile settings, or open an assigned
PixelateProfile if you are sharing settings.Choose Material Pipeline
Set Material Pipeline to URP for the recommended workflow, or Built-in only for Built-in Render Pipeline projects.
URP checklist
- Universal Render Pipeline is installed.
- A URP asset is assigned in Project Settings > Graphics.
- The URP asset uses a 2D Renderer when you want Sprite-Lit lighting.
- The 2D Renderer asset has Light Render Textures > Render Scale set to
1. - The sprite material uses
Universal Render Pipeline/2D/Sprite-Lit-Default. - Each
Light2Dthat should affect the sprite has Normal Maps enabled. - Pixelate assigned the generated
_N.pngas the diffuse sprite sheet’s_NormalMapsecondary texture during export. Assets/Pixelate/DEMO/Scenes/Visualize.unityandAssets/Pixelate/DEMO/URPare available as working references.
Built-in fallback
- No URP asset is assigned in Graphics or Quality settings.
- The sprite material uses
ToonLitSprite. - A light is present in the scene where you preview the sprite.