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.
What it needs
Section titled “What it needs”- 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
AllIn1Sharedfolder next to the toolkit’s own folder, underAssets/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.
Render pipelines
Section titled “Render pipelines”| Pipeline | Support |
|---|---|
| Built-in | Yes |
| URP | Yes, version 12 or newer, with both the Universal and the 2D Renderer |
| HDRP | No |
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.
Nothing to set up for URP
Section titled “Nothing to set up for URP”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.
Platforms
Section titled “Platforms”The effects read per letter data from compute buffers in the shader, so they need a GPU that supports compute buffers in vertex shaders:
| Supported | Not supported |
|---|---|
| DirectX 11 and 12 | WebGL |
| Metal | OpenGL ES 3.0 |
| Vulkan | OpenGL 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.
Post processing
Section titled “Post processing”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.
