Installation
Install Rich FX 2.0 and register its effects in Unity 6.3 HDRP.
Rich FX 2.0 supports Unity 6.3 with HDRP 17.3. Import the asset into an HDRP project, then register its custom post-processing effects. A Volume override supplies effect settings; registration tells HDRP when to render that effect.
Register the effects
- Import Rich FX and allow Unity to finish compiling.
- Exit Play mode, then select Tools > Rich FX > Register Effects. You can also open Tools > Rich FX > Launcher and click Register Rich FX Effects.
- The installer registers all 40 effects in the current project's HDRP Graphics settings. The Console confirms whether it made changes or everything was already registered.
- Open the sample scene or follow Usage to enable effects in your own Volume Profile.
Register once per project. Repeating registration is safe: it avoids duplicates, repairs Rich FX entries in the wrong injection-point list, and preserves other effects and the order of existing valid entries. Newly added Rich FX effects use the package's default order. Changes support Edit > Undo.
If HDRP Global Settings are missing, complete the project's HDRP setup in Project Settings > Graphics, then register again.
Check or adjust the order manually
Open Edit > Project Settings > Graphics > Pipeline Specific Settings > HDRP > Custom Post Process Orders. The launcher's Open HDRP Graphics Settings button opens Graphics settings.
| Injection point | Rich FX effects |
|---|---|
| Before Post Process | Bloom Streak (IE.RichFX.BloomStreak) |
| After Post Process | The other 39 Rich FX effects |
You can add individual effects with the + button. The effect reference lists their component names. Within each list, HDRP renders effects from top to bottom; changing that order changes how combined effects look. See Unity's HDRP 17.3 guide.
The current installer uses HDRP Graphics settings. The older Add Effects to RP Asset and clipboard/YAML-editing workflows have been replaced; you no longer select or manually edit an HDRenderPipelineAsset to register Rich FX.
Package layout
Assets/InanEvin/Rich FX - HDRP Post Processing/
Documentation/ PDF manual and documentation link
Editor/ Launcher, registration tool, effect Inspectors
Examples/
ExampleScenes/ Demo scene, environment profile and demo scripts
Input/
NewInputSystem/ Optional Input System adapter
Materials/ Demo materials
Volumes/ Effect categories and combination profiles
Fonts/ Demo UI font and its license
Resources/ Effect shaders and supporting textures
VolumeScripts/ C# effect componentsDemo input
The demo selects its input backend from Project Settings > Player > Active Input Handling.
| Active Input Handling | Demo behavior |
|---|---|
| Input Manager (Old) | Uses legacy keyboard/mouse input and the legacy UI module. No Input System package is required. |
| Input System Package (New) | Uses the Input System for keyboard, mouse and UI. Install a compatible Input System package, version 1.6 or later. |
| Both | Uses the new Input System for the demo and its UI. |
Keep the demo's assembly definitions and Input/NewInputSystem folder together. Only the demo's marked EventSystem is configured; the asset does not replace other UI input modules in your project. See demo controls.
Documentation and updates
Tools > Rich FX > Online Docs and the launcher's Documentation button open richfx.inanevin.com. The offline manual is Documentation/Rich FX Documentation.pdf. See the changelog for release notes.