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towneh edited this page Oct 16, 2026 · 6 revisions

VRSL for URP

Stage lighting for Unity 6 worlds on the Universal Render Pipeline. Moving heads, washes, pars and blinders light the room and put beams in the air. A lighting desk drives them over DMX, or the music drives them through AudioLink.

This wiki is the package's documentation. The guides say how to do things, in order and in plain language. The reference lists every field and explains how the package works. Each guide links to the part of the reference that applies.

Guides

Guide What it covers
Getting Started Install, a first rig in ten minutes, and how to tell it is working
Fixtures The fixture types, patching DMX fixtures, setting up AudioLink fixtures, movers
DMX Sources Getting DMX into the world: as a video grid, or as bytes inside a live stream
DMX Monitor Seeing every channel live, and which path the fixtures are reading
DMX in Your Own Shaders Making a shader of your own react to the desk, and porting one from VR Stage Lighting
Performance and Quality The quality level, what things cost, and measuring your own scene
Mirrors and Secondary Cameras What mirrors, portals and camera props get, and what each choice costs
Troubleshooting Symptoms, causes, and the four tools that separate them
Migrating from Built-in Moving a world from the original VR Stage Lighting package
Architecture The map of how it works inside, and the reference beneath it

Reference

Page What it lists
Fixture Configuration Reference The inspector fields on both managers and both realtime fixture components, the channel layouts, the prefabs and example scenes
DMX Channel Sources The two DMX paths in depth, framing a grid that arrives as picture, and writing a source of your own
DMX Monitor The window, view by view
Architecture The pipeline, its GPU data, the surface and volumetric passes, the performance model, depth requirements and known limitations

In the repository: CHANGELOG lists what changed and the known issues. TESTING says how a change to the package is verified.

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