2D Renderer Data Asset | Universal RP | 10.0.0-preview.26
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    • Configuring the 2D Renderer Asset

    2D Renderer Data Asset

    The 2D Renderer Data Asset property settings

    The 2D Renderer Data Asset contains the settings that affect the way 2D Lights are applied to lit Sprites. You can set the way Lights emulate HDR lighting with the HDR Emulation Scale, or customize your own Light Blend Styles. Refer to their respective pages for more information about their properties and options.

    Use Depth/Stencil Buffer

    This option is enabled by default. Clear this option to disable the Depth/Stencil Buffer. Doing so might improve your project’s performance, especially on mobile platforms. You should clear this option if you are not using any features that require the Depth/Stencil Buffer (such as Sprite Mask).

    Post-processing Data

    Unity automatically assigns a default Asset to this property that contains the resources (such as Textures and Shaders) that the post-processing effects require. If you want to use your own post-processing Shaders or lookup Textures, replace the default Asset.

    Default Material Type

    The 2D Renderer Data Asset property settings

    Unity assigns a Material of the selected Default Material Type to Sprites when they are created. The available options have the following properties and functions.

    Lit: Unity assigns a Material with the Lit type (default Material: Sprite-Lit-Default). 2D Lights affect Materials of this type.

    Unlit: Unity assigns a Material with the Unlit type (default Material: Sprite-Lit-Default). 2D Lights do not affect Materials of this type.

    Custom: Unity assigns a Material with the Custom type. When you select this option, Unity shows the Default Custom Material box. Assign the desired Material to this box.

    The 2D Renderer Data Asset property settings

    In This Article
    • Use Depth/Stencil Buffer
    • Post-processing Data
    • Default Material Type
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