Setting Up Your Project With URP

Converting your project to use URP

  • Import the JMRSDK_URP.unitypackage

  • Install URP in your project using the following steps - Window -> Package Manager -> Universal RP

  • Upgrade materials in the current project to URP materials using the following steps - Navigate to Edit -> Render Pipeline -> Universal Render Pipeline -> Upgrade Project Materials to UniversalRP Materials

  • Create UniversalRenderPipeline Asset Right Click in the Asset Folder then Create -> Rendering -> Universal Render Pipeline -> Pipeline Asset (Forward Renderer)

  • Assign the pipeline asset you have created to the graphic settings. Edit -> Project Settings -> Graphics

  • Add BlitMaterialFetch script to the Left and Right Camera in JMRMixedReality prefab under JMRRig -> JMRRenderer -> Head. This script will be in the JMRSDK_URP_Extension folder which you will get after installing the JMRSDK_URP package.

  • Add the custom render features, CustomBlitFeature_L & CustomBlitFeature_R to your pipeline asset renderer. In this case, we have UniversalRenderPipelineAsset_Renderer.

  • Replace the Standard shader in JMRSDK>Core>Resources>Shader with the one from JMRSDK_URP_Extension folder.

Reverting Back to Built-In Render Pipeline

  • Remove the BlitMaterialFetch script from the Left & Right cameras which can be found under in JMRMixedReality prefab.

  • Delete the JMRSDK_URP_Extension folder.

  • From the package manager remove the UniversalRP package.

  • Re-Import the JMRSDK packages. This will revert the materials in JMRSDK which got converted to Universal Render Pipeline/Lit back to the built-in standard shader.

  • Convert all materials from URP to Built-In to make sure shaders are rendered correctly.

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