Hello, fantastic people. I hope
you are doing great. Today, we will learn how to turn this into this. The first thing to do is to install the
Universal Rendering Pipeline. You go to window -> package manager. Here, probably it'll be
set to 'In project'. So, you have to change it to 'Unity Registry'. Then, you search for universal
rendering pipeline, and then you will have here instead of the remove button, install button. You
click it and within a minute or two, you should have everything installed. After that, there will
be a little bit of setup that you will have to do. First, I like to create a separate
folder for all the stuff related to URP. Here it is. Done. First you go to create ->
rendering -> universal rendering pipeline and create the pipeline asset. Here we have
URP asset. Then it automatically creates the 3d URP renderer because we want to work
with today. We basically just delete it. Now we go again to create -> rendering
universal rendering pipeline and 2d renderer. 2D URP renderer. Awesome. Now, in the
URP asset, there is a field for renderer. We select our 2d renderer and here we are
done. Now, we have to go to edit -> project settings and there are two places where
we have to change the rendering. Here, in the quality section, we have rendering
place where we select the render pipeline asset. We select here our URP asset,
and then similar thing in the graphic section. Here, we have the render pipeline asset
input. Here, we select it as well. I think that's it here. Then, everything
turned black for me, for you not yet. You will have to do one extra thing here. You go
to edit -> render pipeline -> universal render pipeline -> 2d renderer -> upgrade scene to 2d
render. This will convert the materials and they will react to 2d light. The reason everything is
black is because there is no light in the sun. So, first thing I will do is just go to
light -> 2d and apply global light 2d. In order to be able to use all of those beautiful
effects that you've seen before we have to enable the post processing. The first step will be to
enable post processing on the camera. I click on the main camera. I have the camera component
open and check the post processing check box. Done. Then we have to create a global
volume. Yes, I see I already have one. Let me delete it. You click the right mouse
button, go to volume and global volume. Now, the most important part here is this profile.
I just click new and now a lot of new settings or rather overrides are available for me.
Just to give you brief view of what you can do simply with
just the overrides on the profile. This is the scene that we start with and here are just
literally two effects added on top of that. So, it's pretty powerful. Let's go back to the clear
one and start setting overrides. The first one in the post processing is bloom, and this is
probably the most used setting of all of them. We need to enable threshold,
intensity, scatter and tint. Basically, threshold is how quickly something
will start emitting light. Intensity is how intense the light will be. Then we have
scatter, it shows how much the light spreads. You will see that in a second and then tint,
obviously the color of that blob. First, we can increase the intensity to maybe 10. You
see that the light elements already start glowing and you see that threshold is what controls at
what point they start glowing. So, if I lower the threshold, everything starts glowing earlier,
but we don't want to go overboard with that. At this point, I think 0.9 is the good value.
Then scatter, you see how big difference it does. It's literally like a
radius of the light. I think this value is pretty okay. And then, let's change it because we
are doing nightstand to something a little bit bluish. Add that kind of magical nightish glow
to it. This looks also nice. You can experiment different colors and give different vibes.
For example, red or orange would be great for dungeons and things. Then, green gives that toxic
vibe and you see light blue is like ice thing, and here we have this kind of magical
feeling. Let's go with something like that. Oh yes. I like that. Awesome. And then the second
thing I want to add is vignette. Vignette is basically like a soft border around the camera.
I wanted to be black around the center and oh, you see how much it changes. I think 0.3 or maybe
even 0.4 will do big difference. Yes. So, you see, this is what we've done literally with settings.
We didn't add any extra lines. We didn't add any particle effects or anything like that.
Here we already have a huge, huge difference. Now it's time to add moon. We go to scene.
In the sprites, I already have a moon sprite. You can create one just by going to create ->
2d -> Sprite -> circle. This will literally create the same white circle I use. I drag and
drop it into the scene and adjust its scale. Awesome. Now I send it to the background
sorting layer. As you see, I have already five sorting layers created for me. You
usually start just with the default; you will have to create some going by add
sorting layers. Obviously, just remember you can rearrange them. So, this is pretty handy.
That's how I put the default in the middle. Now, we have sorting layers and there is one more
important thing about them and light in URP. Basically, whenever you have a light, it has
target sorting layers and those layers are literally only the ones that are affected by this
particular light. For example, if I change the intensity to 0.2, and then you see just
this one sprite in the middle change its brightness. That's because that's
the only Sprite that is in this layer. Because I want the global light to affect
everything, I changed the sorting layers to all. Now, it suddenly became ugly. We fix that with
different flights. So don't worry about that. We can change the color also to something blueish and
suddenly we see that it's a little bit too low. I think that will do it for now. We'll probably
have to adjust it in a second, but that's good starting point. Now we have our circle. Let's
rename it to moon and let's fix it. We can add 2d light to it. I will use the point light.
Make it effect just the two background layers and let's change its outer radius. Beautiful. I
like it. So, I think this will be it for the moon. Now, there is small adjustment, I want to make to
the mountains in the background. I know you cannot even see that there are mountains. That's the
issue here. I have a big sprite like that. Let's move it to the side. Maybe let's duplicate it
and move it also to the other side and then lower it a little bit. We can actually, I think even
make it a little bit smaller, so something 0.75. I think that we'll do it.
Awesome. We can lower this one. Copy paste it then.
Oh, let's put it over here and then we can move it even farther. Awesome. Now let's group them
together. Mountains. Awesome. Because you see the colors are pretty dark, on the edges of trees
and the mountains kind of collapsing into one shape and it doesn't look too attractive. So, what
I will do, I will create some like edge light. Create another point light, move it up and make it
effect the background layer. So, you see straight away it affects the tree. Now, I just have to
make sure that all the trees are in the right sorting layer. All the trees, even the
back ones are in the background. Now, I want all the mountains to be in the
background back. So, behind the trees. Now, I look for the light. Awesome. I can
increase its intensity, maybe it's radius and start, copying and pasting those lines
and just to make a nice edge around the trees. Here, I will speed it up a little bit. So,
you don't have to see slowly how I do it. Now, I see that everything
is a little bit too light. Let me just slightly decrease the intensity of
the global light. Awesome. That will do it. Now, let's add light to the water. For the water light,
I will use special type of light. So, WaterWrapper to actually start the water for the animation
lighter and all the lights under it. So here in lights, we have something called freeform
light. Let's first change it to foreground front. Let's make sure that the water
is in the foreground. So, let's change the light to the foreground and you see,
we have this square here. That's because we can literally manually adjust its shape. So, let's
make it nice covering all the water we have. It can go a little bit around. It doesn't have
to cover it perfectly because that's the only object in this area that is affected by this
light. So here it's a little bit too bright, not maybe too bright, but what is happening is this
cutter is a little bit too big. So, let's adjust it. Maybe let's first try with settings of the
light, especially with the intensity. I think this will do it, but I still think we
need to adjust this cutter on the global volume. So, let's make it a little bit smaller.
Yes. Now it looks a little bit better. Let's check it in the game view. Beautiful. Now let's think
{unclear 13:19} about our ground. I will add a 2d freeform lights to it and modify its shape to
roughly follow the Shape of the ground. Awesome. Now, we'll change its target sorting
layers from default to the background ones and now increase fall off like a lot,
a lot. Then change the color to yellow and with almost there, we can just adjust this
one may be intensity a little bit. Awesome. I think this actually could work
also for the edge lights very nicely. So yes, now we'll need another light of
this shape, but effecting the default. This one can be, to keep the nightish
feeling a little bit blue and we can just decrease the intensity and maybe lower the
light a little bit. Let's see how it goes. Oh, let's just check how it will look
like if we do that. Here and then for change, falloff. Oh, nice. Something
like that. I really, really like it. Nice. So, I think we have all the lights set up we
can just add some, like there are always ways to make it better. I think one of the things that
comes to my mind is we could add some point lights to the water affecting the
default layer and the background, just to kind of show that something interesting is
happening in the water. So, we can grab this one over here, make it bigger, maybe a little bit
blue, then another one, oops, that's this one. Over here. Then maybe a little bit
different color Here, here down. And you see suddenly a lot of things
are happening and it looks interesting. The only thing I see here is a lot happening,
but it will be covered a little bit with the particle effects, but I think still we
could try to fix the light. So, I think if we decrease the intensity a little bit, that becomes
much better, or maybe we could even exactly resign from the trees in the background far away so
then, it looks much, much, much nicer. Awesome. So, let's add the animations. First, I click on
the water wrapper, Animation -> animation. Great. You see already have two animations, so I'm
just creating another version of it. Water one. Once again that's very important. The animator
has to be on the water wrapper and then we click on the water and the object will be changing
the position. I click here on the red button to start a recording movement and I think I'm ready
to go. Now in position, I change it very slightly, something like 0.1. Move it to the
middle of the animation, minus 0.1. Then I copy the first frame and paste it
at the end. Now, one second for that will be a little bit too quick. I think for subtle
water movement, five seconds should be fine. You see, it's still pretty quick. So,
I will even change it maybe to eight. Yep. Looks much better. So, first
animation done. Now, we take first tree in the front, whichever this will work. We
go again, animation -> animation -> create. Tree one, and we do similar
thing just with the rotation. So, I hit record button. Now we rotate
the tree a little bit into the axis. One degree should be fine. Then we go to
minus one. And then, at the end again to one, now this once again will be too
quick for this type of animation, but the movement is pretty nice so we
can move it to five seconds. Awesome. That will work.
Now because we don't want to add it to each single tree separately, what we can do is, you see the animator on that one is called
tree three. So that's this one. I can select all other trees and then just drag and drop the
animator here. Now, when I start the stand, all of the trees are nicely animated. The
only thing that kind of doesn't let me go is that they all move in the same direction at the
same time. So, I created a small script that randomized the initial frame of the animation.
Let's have a look at it. It's extremely simple script. It's called 'start animation at
random frame' and the only thing it does, it has the start method in which in
first it gets the animator from the game object, gets the information about the
current animation state. So, it's literally anim.GetCurrentAnimatorStateInfo with the layer
index zero. And then, we literally play the same animation at the layer zero. So, the same
layers here with the random literally place random frame between zero and one. Zero and one
is because the time is, as you see normalized. So basically, zero is the beginning of the
animation, one is end of the animation, as simple as that. So, the only thing I have to
do now is to just select all the trees. I get the script, drag and drop it on all of them. Now
they should swing in different directions. Beautiful. At this moment, the only things
that are left are the particle effects, stars, and the light backs around the grass.
Let's create the stars. First, let's create material. I already have one, but let's create
it together. So, create -> material -> stars-> new. We need to change the shader to
universal render pipeline, particles lit. In the base map, I select my star. Sprite is very
simple, very ugly, very simple, but it'll work beautifully. Now you see it shows as a
white square. I need to change the surface type to transparent, and now it
uses the transparency of the image. I think here it's all. It's very simple material.
Now let's create the particle effects. Let's just collapse everything and create the
effects. Particle system and call it stars. First of all, we want to increase the
duration. So, I think eight will be alright. The start lifetime, we want to be random
between two constants between five and eight. So, the stars will have different
lifetime. We want the speed to be zero, then the size, something small. So again,
between two random constants. Maybe 0.2 and 0.5. Just to see how this will look, let's just move
down to the renderer and here let's select our new material. Now, in the shape,
we change it from cone to box. Let's reset the transform and now
modify in the shape, this scale to something like 25 maybe, is it
covering everything? Yes. Maybe 20, I will need a little bit less. So, even 10 and
then just bring it up a little bit. Awesome. We are almost done. What we have to do
now is to go to 'Size over lifetime' and just change the curve. So, we can first start with
the straight curve. We add a key frame at the very middle and then drag both sides to the bottom.
So, it'll just appear and disappear completely. Now, in the renderer section,
change the sorting layer to background back and minus five, just to make
sure it is behind everything. And I think let's have a look how they will look like.
One more setting we need to enable. That's still before the mountains and the stars are a
little bit too big. So, I have missed something. Render -> sorting layer. Oh, of course,
because shadow bias. Now it's perfect. The last thing we want to do is to enable the
prewarm. So, this way, whenever these start these starts will be already in place. Awesome.
Now let's add a little bit of the light box. Let's first start new particle system, call it
light box. Now go to shape. Once again, change it to box. Let's have a look at the transform.
How does it look like? Yep. Let's reset it. Bring it up a little bit. Now the size. We want
them to be more or less the same, but pretty small. So, we look at the start size between
two constants 0.1, 0.2. Yep. That will do it. Then start speed. Let’s do something like one
and then adjust the rotation for them to go up. Awesome. I think this is a little bit too
quick, so maybe 0.5 still too quick. Maybe 0.2. Yep. That will do, but will have to extend
their life. So, I think eight will do it Now let's increase the X scale Of
the box. Fantastic. Four will do it. Then, there is a little bit too many of them, so,
let's change it to five maybe to three. Emissions right over time - three is a good choice. Now,
what we want is to change the velocity over lifetime. So, we want them to move to the left or
to the right a little bit. So, here again, in the linear section, we can change it to random between
two constants as well. And in X, we want to for example, - 0.2 to 0.2 and that looks already much
better. Now, we want to decrease their size over time and we do it in the size over lifetime.
I think this curve will be perfect for that. Now, we can change their color to
yellow. This doesn't look that nice. So, what we can do instead, let's keep them
white and create our own material for them. Create -> material -> Lightbugs. Again,
universal render pipeline, particles, lit. We change the shape to something nice.
It could be regular box. But I think the circle should be fine. Then, we just
change the surface type to transparent and lightbugs. Renderer. Again, in the
material section, we bring our new material. This looks much nicer already.
Now we don't want them to be white. We want them to be yellow. So, we had adjusted the material color. Now, you may be wondering why
I'm putting yellow. The simplest way to put it, the colors on the opposite sides of the of the
wheel actually look very nice together. So, you see the yellow particles look very nice on
the blueish background. Now we have the particles, we can move them to the background. Ordering layer five.
So, we want them to be in front of the trees and we can duplicate them few times.
So, one here, one here and maybe one here, they are a little bit too big, the same as
stars by the way. So, let's adjust their size. We select all of them. 0.05, 0.1 to and then
let's also adjust the size of the stars. Maybe 0.3 and maybe also let's prewarm
them and this is perfect. So, I hope you enjoy the tutorial. Have
a fantastic day. Love you and bye bye.