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FAQ

The questions we get most often, with short answers and links into the deeper docs.

General

Does Genesis work with the Built-in Render Pipeline?

No. Genesis is URP-only. Built-in and HDRP are not supported. If you must stay on Built-in, your options are upgrading to URP or using a different shader.

2022.3 LTS or newer. 2021.3 LTS is the minimum, but features that depend on Forward+ (most of Genesis’s stylization stack) light up properly only on 2022.3+.

Can I use Genesis with HDRP?

No. HDRP uses a different lighting model and different shader includes — porting Genesis would be a full rewrite. We have no plans to ship an HDRP version.

Is the source code included?

Yes. The full Genesis shader graph and .hlsl includes ship in the package. You can read every line.

Is there a free trial?

Yes — the Asset Store listing lets you download a free preview package with three feature areas enabled. The full package is paid.

Workflow

How do I update from v2.4 to v2.5?

Run Tools > Genesis > Material Migration after import. It rewrites stale property names and confirms keyword state per material.

Back up your project before running Material Migration. The script edits every Genesis material in place.

Can I make my own preset?

Yes. Right-click a finished material → Save Preset. Apply with right-click → Apply Preset on any other material.

How do I share a material look between artists?

Save a preset, commit it to source control. Artists apply it as a starting point. For cross-project sharing, export the preset as a .preset asset.

Can I extend the shader with custom HLSL?

Yes — Shaders/Includes/UserHooks.hlsl is reserved for user code. Genesis calls a stub from the main shader; replace the stub body. Your code survives package updates because the file is never overwritten.

Performance

My mobile build is huge — why?

Variant explosion. Genesis defaults compile every keyword combination. Use the Feature Configurator to strip what you do not ship.

Cel shading is cheap, right?

Yes. Cel is just a quantize step on NdotL. The expensive features are Triplanar, Stochastic, and the PCSS Shadow module. See Performance Budgeting.

Why is my draw call count high?

You probably broke batching. Common culprits: renderer.material.SetX, or keyword toggles at runtime. See Scripting Materials.

Compatibility

Does Genesis work with Sentinel / Mesh Tools / [other asset]?

Most stylized art tools coexist fine. Conflicts only happen when the other asset replaces the URP forward lit pass — in that case, run their lit shader on backgrounds and Genesis on heroes.

Does it support VR single-pass instanced?

Yes. All Genesis features are SPI-safe. Confirmed on Quest 2/3, Pico, PC VR.

Does it support GPU instancing?

Yes, for materials with identical keyword sets. Mixing keyword combinations breaks instancing — share materials across instances.

Still stuck? Open the Common Issues page first; if your symptom is not there, reach out via the Asset Store support thread.

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