Setup and Render Pipelines
The asset configures itself when you import it, and in most projects you will never open this page. It is here for the cases that do need a decision: switching pipelines, working on HDRP, or turning on the depth texture the depth nodes need.
What happens on import
Section titled “What happens on import”The nodes are shared code, but Built-In, URP and HDRP fetch lights, reflections and depth in completely different ways. Instead of shipping three copies of every node, the asset detects your pipeline and writes a small helper file that every node includes:
Assets\Plugins\AllIn1Assets\AllIn1ShaderNodes\Shaders\AllIn1Node_IncludeHelper.hlsl
It holds a single define, ALLIN1NODE_BIRP, ALLIN1NODE_URP or ALLIN1NODE_HDRP, and
that define is what decides which code path each node compiles. It is a generated file:
the asset rewrites it when it detects that the pipeline changed, so editing it by hand is
not useful, and deleting it is harmless because it comes back on the next editor load.
You can force the check from Tools -> AllIn1 -> Shader Nodes Window, in the Render Pipeline Detection section at the bottom, with the Refresh Pipeline Detection button. Press it if you switch pipelines and something looks wrong, or if you see shader errors mentioning Built-In Render Pipeline files in a URP or HDRP project.
What is supported where
Section titled “What is supported where”| Built-In | URP | HDRP | |
|---|---|---|---|
| Shader Graph subgraphs | yes | yes | yes |
| Amplify Shader Editor nodes | yes | yes | no |
| ASE templates and demo | BIRP compatibility package | URP compatibility package | not shipped |
The gap is the Amplify path on HDRP. The compatibility packages ship for Built-In and URP only, and the ASE templates come inside them, so there is no supported HDRP setup for the Amplify side. On HDRP, use the Shader Graph subgraphs.
Switching pipelines mid-project
Section titled “Switching pipelines mid-project”- Switch the pipeline as you normally would, including the Graphics settings asset.
- Let Unity finish reimporting, then check the Render Pipeline Detection section of the window. It should already show the new pipeline.
- If it doesn’t, press Refresh Pipeline Detection.
- On the Amplify side, import the compatibility package matching the new pipeline. The templates are per pipeline, so a graph made with the BIRP templates has to be rebuilt on the URP ones.
Shader Graph subgraphs need no per pipeline work. They read the same helper define and follow it.
Effects with extra requirements
Section titled “Effects with extra requirements”A handful of nodes need something enabled outside the graph. If one of them renders flat or does nothing at all, this is almost always why.
Depth nodes: Scene Depth Diff, Intersection Fade, Soft Particles, Intersection Glow. They compare the pixel being drawn against what is already in the depth buffer, so the camera has to produce one:
- URP: enable Depth Texture on your URP Asset, or on the camera itself.
- HDRP: available by default.
- Built-In: the camera has to be generating
_CameraDepthTexture. A directional light with shadows enabled does it, and so does settingCamera.depthTextureModefrom a script.
Also keep in mind that objects that don’t write depth (most transparent materials) are invisible to these nodes, which is the usual reason an intersection effect works against the floor and not against another transparent object.
Glow and Glow Tex overexpose the color rather than drawing a halo. The halo is post-processing Bloom, so you need it in your post-processing stack, with HDR enabled.
Reflections and Reflections Toon sample the environment reflection probe. In a scene with no probe and no skybox they return the ambient color, which usually reads as flat.
Lighting nodes read the main directional light of the scene automatically. There is no component to add. Details in Lighting Models.
If you uninstalled Amplify Shader Editor
Section titled “If you uninstalled Amplify Shader Editor”Amplify leaves its AMPLIFY_SHADER_EDITOR scripting define behind when it is removed from
a project, and the All In 1 ASE nodes then try to compile against an editor that is no
longer there. The asset detects exactly this case and prints what happened and how to fix
it in the console: remove AMPLIFY_SHADER_EDITOR from Project Settings > Player >
Scripting Define Symbols, or reinstall Amplify Shader Editor.
