Demo Scenes
Home › Getting Started
Both demos need the renderer feature installed on the active URP asset. The welcome window's preset buttons switch to a bundled sample asset that already has it. See Sample URP pipeline assets.
Stencil Shadow Demo
Demo/Scenes/StencilShadowDemo.unity is a compact scene: static, overlapping, and non-uniformly scaled casters, an animated skinned caster, an alpha-clipped grate, and a stained-glass pane over flat, stepped, and vertical receivers. A spot light over the grate and a point light over the glass cast shadows in URP Lighting mode.
Controls and statistics
The top-left panel shows live backend, atlas, and light statistics and switches settings:
| Key | Switch |
|---|---|
| 1, 2, 3 | Backend: Auto, CPU, GPU |
| D | Debug volume view |
| T | Transparent caster mode |
| L | Lighting mode |
| C | Colored sun transmittance |
| G | Point and spot light transmittance |
Shadow Odyssey showcase
Showcase/Scenes/ShadowOdyssey.unity is a cinematic tour with one chapter per feature. Unity's own light shadows are off in the scene, so every shadow comes from Sharp Stencil Shadows.
Chapters
- Caster Court: hard shadows and self-cancellation.
- Wiggle Worms: skinned mesh casters.
- Grass Field with Banners and Fragment Ball: GPU-deformed meshes.
- Stained Glass Array: textured translucent casters.
- Grate Array: alpha-clipped cutout casters.
- Physics Funnel: dynamic rigidbody casters.
- Pulsating Pillar Array: many animated casters.
- Mini City: orthographic camera support.
- Cage Lanterns, Spot Lights Through Grates, Stained Glass Chandelier, and Planetary System: point and spot light shadows and colored transmittance in the dark.
On-screen settings
In Play Mode the showcase starts with every feature on. Your renderer's own settings are restored when Play Mode ends.
| Key | Switch | Options |
|---|---|---|
| L | Lighting mode | Overlay, URP Lighting |
| C | Colored sun transmittance | Off, On |
| G | Point and spot light transmittance | Off, On |
| T | Transparent casters | Off, Uniform, Textured |
| S | Atlas tile sizing | Caster, Receivers |
| D | Debug volume view | Off, On |
| 1, 2, 3 | Volume generation | Auto, CPU, GPU |
| M | GPU-deformed meshes | Off, On |
| V | Rendering path | Forward, Forward+, Deferred, Deferred+ |
| None (panel only) | Graphics API | DX12, DX11, Vulkan (Windows); Vulkan, OpenGL ES (Android) |
The Graphics API switch works in Windows and Android players and restarts the player. Android devices that Unity's Vulkan device filter excludes stay on OpenGL ES. The rendering path switch works with the PC and Mobile sample pipelines, which each include all four renderers. While the tour runs, it raises the active URP asset's Max Distance to 100 m for its wide shots and restores it afterwards. Point and spot light shadows need URP Lighting. In Overlay, the vault's lights shine unshadowed.
Tour controls
| Key | Action |
|---|---|
| Space, P | Pause everything |
| Shift+P | Pause the camera only; the scene keeps moving |
| Left, Right | Previous or next shot |
| R | Restart |
| F | Frame rate limit: unlimited, 30, 60, 120 |
| H | Hide the overlay |
On phones and tablets, use the Prev, Pause, Next, and Hide UI buttons in the bottom-right corner, or tap the left or right side of the screen, away from the panels, to skip shots. The frame rate limit is in the settings panel's Rendering section. The tour starts with no frame rate limit on every platform.
Each shot is a ShowcaseShot marker in the hierarchy, which can be moved or retimed.
Sample URP pipeline assets
Settings contains preconfigured URP assets. The welcome window's preset buttons assign one to the current quality level in Project Settings > Quality. The change persists until you assign another asset.
| Preset | Renderers | Render scale | Lighting mode | Backend |
|---|---|---|---|---|
| PC Forward+ | Forward+, Forward, Deferred, Deferred+ | 100% | URP Lighting | GPU |
| PC Deferred | Deferred | 100% | URP Lighting | GPU |
| PC Deferred+ | Deferred+ | 100% | URP Lighting | GPU |
| Mobile Forward | Forward, Forward+, Deferred, Deferred+ | 80% | Overlay | Auto |
The Mobile renderers carry no screen-space ambient occlusion.
Repair bundled sample renderers reinstalls the feature on all eight sample renderer assets.