::To add an asset to the Rendering Layers (3D) array in the Universal Render Pipeline (URP) asset, you will typically follow these steps:
-
Locate the URP Asset: First, ensure you have your Universal Render Pipeline asset created in your project. You can find it in the Project window.
-
Select the URP Asset: Click on the URP asset to open its Inspector window.
-
Modify Rendering Layers:
- In the Inspector, look for the “Rendering” section. There should be an option for “Rendering Layers.”
- You will see an array where you can add or remove layers.
-
Add a Layer:
- To add a new layer, you can usually click a “+” button to add a new element to the array.
- Then, select or create the asset you want to add to this layer.
-
Save Changes: Make sure to save any changes you have made to the URP asset.
If you are working with code, you may need to modify the URP asset programmatically. Here’s a simple example:
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class ModifyRenderingLayers : MonoBehaviour
{
public UniversalRenderPipelineAsset urpAsset;
void Start()
{
if (urpAsset != null)
{
// Create a new layer
LayerMask newLayer = LayerMask.GetMask("NewLayerName");
// Add the new layer to the Rendering Layers array
int layerCount = urpAsset.renderingLayers.Length;
System.Array.Resize(ref urpAsset.renderingLayers, layerCount + 1);
urpAsset.renderingLayers[layerCount] = newLayer;
// Save changes
UnityEditor.EditorUtility.SetDirty(urpAsset);
UnityEditor.AssetDatabase.SaveAssets();
}
}
}
Make sure to replace "NewLayerName"
with the actual name of your layer. Also, this script should be run in the Unity Editor, as it uses UnityEditor
namespace methods.
Always remember to backup your project before making changes to URP settings or assets.