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Setup and Render Pipelines

The toolkit works out of the box. This page covers what it needs, and which render pipelines and platforms run its effects.

  • TextMeshPro, which every recent Unity version includes. The toolkit works on both kinds of TextMeshPro text: TextMeshPro - Text (UI) on a canvas, and the 3D TextMeshPro in the world. Text layers and the LED Panel are UI only.
  • The AllIn1Shared folder next to the toolkit’s own folder, under Assets/Plugins/AllIn1Assets/. It comes in the same package and is shared by every All In 1 asset, so keep it when you remove another of them.
PipelineSupport
Built-inYes
URPYes, version 12 or newer, with both the Universal and the 2D Renderer
HDRPNo

There is one shader for both supported pipelines, and Unity picks the right version itself. Switching a project between Built-in and URP needs nothing from you.

The toolkit needs no URP configuration: no renderer setting to change and no dialog to answer. The one difference is in the demo, where the Retro TV’s cabinet uses Built-in materials. In a URP project the toolkit converts those materials quietly when the editor loads, so the demo looks right with nothing for you to do. Switching the project back to Built-in does not convert them back.

Some other All In 1 assets ask to configure URP when they are installed. If you see that dialog, it comes from one of them; see that asset’s own setup page.

URP installed, but no pipeline asset assigned

Section titled “URP installed, but no pipeline asset assigned”

If the material inspector shows URP installed, but Render Pipeline Asset not assigned, the URP package is in the project but Unity is not using it. Assign a URP asset in Project Settings → Graphics (and in Quality, if your quality levels set their own), or remove URP in the Package Manager if you meant to stay on Built-in.

The effects read per letter data from compute buffers in the shader, so they need a GPU that supports compute buffers in vertex shaders:

SupportedNot supported
DirectX 11 and 12WebGL
MetalOpenGL ES 3.0
VulkanOpenGL ES 3.1 GPUs without vertex shader buffers, common on older Android devices
Desktop OpenGL 4.3 or later
OpenGL ES 3.1 devices whose GPU exposes buffers to vertex shaders

On Android, Vulkan is supported, so keep it first in the Graphics APIs list.

On a platform that cannot run the effects, the toolkit checks at runtime and falls back on its own: the text still draws with its Face Color, Face Dilate, Softness, Inner Alpha, Color Intensity and blending mode, but no other effect. The Typewriter, tags, text on a spline and the warp all keep working, since they run on the CPU.

The toolkit needs none, but glowing looks are made for bloom: HDR colors and Color Intensity above 1 push a glow, an outline or the LEDs past bloom’s threshold. Use URP’s Volume Bloom, or on Built-in the Post Processing package. The demo scene shows bloom on both, see Demo Scene.