This page explains how render pipelines factor into Feel.

Introduction

As you are probably aware, Unity introduced a few years back the concept of SRP (Scriptable Render Pipelines). Feel will work on all render pipelines, and you can absolutely import Feel in a URP or HDRP project.

URP

All the demos in the FeelDemos folder are created with URP and meant to be opened in a URP project.

HDRP

You’ll find a HDRP demo scene in the Feel/FeelDemosHDRP folder. For the other demos, the easiest solution is to add Feel to your project, and create a standard RP project to check out the demos. Alternatively, you can try converting its materials (or swapping their shader to a HDRP shader). Just keep in mind that Feel doesn’t do any rendering, so outside of demos, it’ll work the same on all RPs.

BiRP / Built-in Render Pipeline / Standard Render Pipeline

Whatever you prefer calling it, if you’re using BiRP, Feel has you covered, and you’ll find dedicated post process feedbacks for BiRP. The demos are built with URP, but you’ll find BiRP versions of all of them in the Feel/FeelDemos folder, packed in a FeelDemosBiRP .unitypackage. Check out the installation page to learn how to import them.

Post Processing

While most of the systems in Feel are completely independent from the Render Pipeline you’re using, some feedbacks will target post processing, and these differ from RP to RP. There are 3 major post processing systems in Unity (deep sigh):

  • PostProcessing for Standard RP (a separate package you have to install via the package manager)
  • URP Volume (for URP)
  • HDRP Volume (for HDRP)

As of v2.3 you’ll find dedicated HDRP and URP demos (see the dedicated section of the documentation), that will demonstrate the specific feedbacks for both URP and HDRP volumes. Of course you’ll have them in a project matching their RP.

When working with URP, note that most URP feedbacks driving more than one value (Bloom, Channel Mixer, Color Adjustments, Depth Of Field, Vignette, White Balance and Light2D) come with Modify toggles (ModifyIntensity, ModifySaturation, ModifyFocusDistance, etc). Uncheck one, and the feedback (and its shaker) will leave that value untouched. This is useful when another system (or another feedback) controls that same setting on your volume, or when you just want to animate one parameter without overriding the others.