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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.

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.

Choose the pipeline

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

1

Open the profile

Select the capture manager and use its local profile settings, or open an assigned PixelateProfile if you are sharing settings.
2

Open Normal Map

Expand Normal Map.
3

Choose Material Pipeline

Set Material Pipeline to URP for the recommended workflow, or Built-in only for Built-in Render Pipeline projects.
4

Read warnings

Pixelate shows a warning if the selected pipeline does not appear to match the current Unity project.

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 Light2D that should affect the sprite has Normal Maps enabled.
  • Pixelate assigned the generated _N.png as the diffuse sprite sheet’s _NormalMap secondary texture during export.
  • Assets/Pixelate/DEMO/Scenes/Visualize.unity and Assets/Pixelate/DEMO/URP are 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.