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In an URP project, please import the "Graphics Control URP" Unity package.
The default sample scene ( that has been created for the Built-In Renderpipeline) will be replaced by one created for the URP.

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Copyright 2020 The Poppins Project Authors (https://github.com/itfoundry/Poppins)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
namespace Ilumisoft.GraphicsControl.Rendering
{
[RequireComponent(typeof(PostProcessVolume))]
public class PostProcessSettingsApplierBuiltIn : GraphicSettingsApplier
{
PostProcessVolume PostProcessVolume { get; set; }
GraphicSettingsManager GraphicSettingsManager { get; set; }
private void Awake()
{
GraphicSettingsManager = FindObjectOfType<GraphicSettingsManager>();
PostProcessVolume = GetComponent<PostProcessVolume>();
}
void Start()
{
ApplySettings();
}
public override void ApplySettings()
{
ApplySetting<BloomSetting, Bloom>();
ApplySetting<GrainSetting, Grain>();
ApplySetting<MotionBlurSetting, MotionBlur>();
ApplySetting<AmbientOcclusionSetting, AmbientOcclusion>();
ApplySetting<ChromaticAberrationSetting, ChromaticAberration>();
}
void ApplySetting<TGraphicSetting, TPostProcessEffect>()
where TGraphicSetting : ToggleGraphicSetting
where TPostProcessEffect : PostProcessEffectSettings
{
// Settings cannot be applied when no profile has been set
if (PostProcessVolume.profile == null)
{
return;
}
// Try to get the effect and the settings and enable/disable effect depending on the settings
if (PostProcessVolume.profile.TryGetSettings<TPostProcessEffect>(out var effect) &&
GraphicSettingsManager.TryGet<TGraphicSetting>(out var setting))
{
effect.enabled.value = setting.IsEnabled();
}
}
}
}

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using System.Collections;
using UnityEngine;
namespace Ilumisoft.GraphicsControl
{
/// <summary>
/// Applies global <see cref="GraphicSetting"/>'s like the resolution, vsync and general quality settings (if they have been added to the <see cref="GraphicSettingsManager"/>.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Graphics Control/Global Settings Applier")]
public class GlobalSettingsApplier : GraphicSettingsApplier
{
public override void ApplySettings()
{
ApplyScreenSettings();
ApplyQuality();
ApplyVSync();
}
void ApplyScreenSettings()
{
// Get the current resolution and fullscreen mode
var resolution = Screen.currentResolution;
var fullScreenMode = Screen.fullScreenMode;
// Get the selected resolution setting
if (TryGetSetting<ResolutionSetting>(out var resolutionSetting))
{
resolution = resolutionSetting.GetSelectedOption();
}
// Get the selected fullscreen mode setting
if (TryGetSetting<FullScreenModeSetting>(out var fullScreenModeSetting))
{
fullScreenMode = fullScreenModeSetting.GetSelectedOption();
}
// If any of the settings is available apply resolution/fullScreenMode (if neither ResolutionSetting or FullScreenModeSetting is available, no update is required)
if (resolutionSetting != null || fullScreenModeSetting != null)
{
Screen.SetResolution(resolution.width, resolution.height, fullScreenMode);
}
}
void ApplyVSync()
{
if (TryGetSetting<VSyncSetting>(out var setting))
{
bool isEnabled = setting.GetSelectedOption();
QualitySettings.vSyncCount = isEnabled ? 1 : 0;
}
}
void ApplyQuality()
{
if (TryGetSetting<QualitySetting>(out var setting))
{
int qualityLevel = setting.GetSelectedOption();
QualitySettings.SetQualityLevel(qualityLevel);
}
}
bool TryGetSetting<T>(out T setting) where T : GraphicSetting
{
return GraphicSettingsManager.Instance.TryGet(out setting);
}
}
}

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{
"name": "Ilumisoft.GraphicsControl.URP",
"rootNamespace": "",
"references": [
"Ilumisoft.GraphicsControl",
"Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Universal.Runtime"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [
"POST_PROCESSING_URP"
],
"versionDefines": [
{
"name": "com.unity.render-pipelines.universal",
"expression": "1.0.0",
"define": "POST_PROCESSING_URP"
}
],
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}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace Ilumisoft.GraphicsControl.Rendering.Universal
{
[RequireComponent(typeof(Volume))]
public class PostProcessSettingsApplierURP : GraphicSettingsApplier
{
Volume PostProcessVolume { get; set; }
GraphicSettingsManager GraphicSettingsManager { get; set; }
private void Awake()
{
GraphicSettingsManager = FindObjectOfType<GraphicSettingsManager>();
PostProcessVolume = GetComponent<Volume>();
}
void Start()
{
ApplySettings();
}
public override void ApplySettings()
{
ApplySetting<BloomSetting, Bloom>();
ApplySetting<GrainSetting, FilmGrain>();
ApplySetting<MotionBlurSetting, MotionBlur>();
ApplySetting<ChromaticAberrationSetting, ChromaticAberration>();
}
void ApplySetting<TGraphicSetting, TPostProcessEffect>()
where TGraphicSetting : ToggleGraphicSetting
where TPostProcessEffect : VolumeComponent
{
// Settings cannot be applied when no profile has been set
if (PostProcessVolume.profile == null)
{
return;
}
// Try to get the effect and the settings and enable/disable effect depending on the settings
if (PostProcessVolume.profile.TryGet<TPostProcessEffect>(out var effect) &&
GraphicSettingsManager.TryGet<TGraphicSetting>(out var setting))
{
effect.active = setting.IsEnabled();
}
}
}
}

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using UnityEngine;
namespace Ilumisoft.GraphicsControl
{
[CreateAssetMenu(menuName = "Gaphics Control/Configuration", fileName = "Configuration")]
public class Configuration : ScriptableObject
{
public const string ConfigurationPath = "Ilumisoft/Graphics Control/Configuration";
[Header("Prefabs")]
public GameObject GraphicSettingsManager;
[Tooltip("Automatically creates a persistent instance of the Graphic Settings Manager at startup when enabled")]
public bool AutoCreate = true;
public GameObject GraphicSettingsPanel;
public static Configuration Find()
{
var result = Resources.Load<Configuration>(ConfigurationPath);
return result;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Initialize()
{
var configuration = Find();
// Automatically create the Graphic Settings Manager at startup
if(configuration.AutoCreate && configuration.GraphicSettingsManager !=null)
{
var instance = Instantiate(configuration.GraphicSettingsManager);
instance.name = configuration.GraphicSettingsManager.name;
DontDestroyOnLoad(instance);
}
}
}
}

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using UnityEngine;
namespace Ilumisoft.GraphicsControl
{
[RequireComponent(typeof(GraphicSettingsManager))]
public abstract class GraphicSetting : MonoBehaviour, IGraphicSetting
{
protected GraphicSettingsStorage GraphicSettingsStorage { get; set; }
protected virtual void Awake()
{
GraphicSettingsStorage = GetComponent<GraphicSettingsStorage>();
}
public abstract void Initialize();
public abstract string GetSettingName();
public abstract void LoadSetting();
public abstract void SaveSetting();
}
}

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using UnityEngine;
namespace Ilumisoft.GraphicsControl
{
/// <summary>
/// Abstract base class for all <see cref="GraphicSettingsApplier"/>'s.
/// </summary>
public abstract class GraphicSettingsApplier : MonoBehaviour
{
protected virtual void OnEnable()
{
if (GraphicSettingsManager.Instance != null)
{
GraphicSettingsManager.Instance.Register(this);
}
}
protected virtual void OnDisable()
{
if (GraphicSettingsManager.Instance != null)
{
GraphicSettingsManager.Instance.Unregister(this);
}
}
public abstract void ApplySettings();
}
}

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using System.Collections.Generic;
namespace Ilumisoft.GraphicsControl
{
public abstract class GraphicSettingsManager : SingletonBehaviour<GraphicSettingsManager>
{
protected List<GraphicSettingsApplier> GraphicSettingsAppliers { get; set; } = new();
public abstract List<GraphicSetting> GetGraphicSettings();
public abstract T Get<T>() where T : GraphicSetting;
public abstract bool TryGet<T>(out T graphicSetting) where T : GraphicSetting;
public abstract void LoadSettings();
public abstract void SaveSettings();
public abstract void ApplySettings();
public void Register(GraphicSettingsApplier graphicSettingsApplier)
{
if(graphicSettingsApplier != null && !GraphicSettingsAppliers.Contains(graphicSettingsApplier))
{
GraphicSettingsAppliers.Add(graphicSettingsApplier);
}
}
public void Unregister(GraphicSettingsApplier graphicSettingsApplier)
{
GraphicSettingsAppliers.Remove(graphicSettingsApplier);
}
}
}

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using UnityEngine;
namespace Ilumisoft.GraphicsControl
{
public abstract class GraphicSettingsStorage : MonoBehaviour
{
public abstract bool GetBool(string key, bool defaultValue);
public abstract float GetFloat(string key, float defaultValue);
public abstract int GetInt(string key, int defaultValue);
public abstract string GetString(string key, string defaultValue);
public abstract void SetBool(string key, bool value);
public abstract void SetFloat(string key, float value);
public abstract void SetInt(string key, int value);
public abstract void SetString(string key, string value);
}
}

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