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4
Question by Looooooooong · Dec 21, 2018 at 12:59 PM · graphicsrendersettingspipeline

Change RenderPipelineAsset via Script

I have implemented my own Scriptable Render Pipeline, and now I would like to add a switch to dynamically change Render Pipeline Asset via C# Script for comparison with Unity built-in Standard Shader. I searched around a lot and I couldn't find anything about changing setting in Edit -> Project Settings -> Graphics via C# Script. Can anyone point me to the right direction? Is it impossible to do so in runtime? Or is there a way to switch to the default render pipeline using my Scriptable Render Pipeline Asset?

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avatar image Un4GivN_X · Feb 07, 2019 at 06:01 PM 0
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I'm looking for that too. Have you found a solution?

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Answer by guillemsrr · Sep 01, 2019 at 04:45 PM

In 2019.2 you can use GraphicsSettings.renderPipelineAsset = yourRPA;

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avatar image gputhread · Feb 15, 2020 at 05:24 PM 0
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How to let user set lwrp asset settings or auto configure? I want to call the values in Ui panel.

avatar image andrew-lukasik gputhread · Mar 31, 2020 at 10:24 AM 0
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 var rpAsset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
 var urpAsset = (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset) rpAsset;
 
 urpAsset.renderScale = newValue;
avatar image gputhread · Feb 16, 2020 at 07:47 AM 0
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Ok! This is woring. :) Thanks

using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.LWRP;

public class graphicctrl : $$anonymous$$onoBehaviour { public LightweightRenderPipelineAsset assetlow; public LightweightRenderPipelineAsset assethigh;

 public void ChangeQuality(float level)
 {
   switch((int)level)
   {
        case 0:
        QualitySettings.SetQualityLevel(0);
        GraphicsSettings.renderPipelineAsset = assetlow;
        break;
        case 1:
        QualitySettings.SetQualityLevel(3);
        GraphicsSettings.renderPipelineAsset = assethigh;
        break;
    }
 }

}

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Answer by jjxtra · Jul 03, 2019 at 03:55 PM

 UnityEngine.Rendering.LWRP.LightweightRenderPipelineAsset asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Rendering.LWRP.LightweightRenderPipelineAsset>(assetPath);
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avatar image jjxtra · Jul 03, 2019 at 03:56 PM 0
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As far as I can tell, render features still have to be done in inspector... dumb...

avatar image andrew-lukasik jjxtra · Mar 31, 2020 at 10:23 AM 0
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 var rpAsset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
 var urpAsset = (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset) rpAsset;
 
 urpAsset.renderScale = 0.2;

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