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
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
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.