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Getting Started

1. Add the component

Built-In Render Pipeline: Add the KuwaharaPostProcess component directly to your Camera.

Universal Render Pipeline (URP): Open your active Universal Renderer Data asset and add a new Renderer Feature:

  • Use Kuwahara Post Process Feature if your project uses URP's Compatibility Mode.
  • Use Kuwahara Post Process Feature RG if your project uses URP's Render Graph (the default in newer Unity/URP versions).

If you're not sure which mode your project uses, check Project Settings > Graphics > URP Global Settings.

2. Choose a style

In the Inspector, use the Classic / Anisotropic toolbar to switch between the two painting styles. Each style has its own independent set of settings, so you can tweak both and switch freely without losing your adjustments.

3. Tune the look

Start with the defaults and adjust:

  • Brush Size - the most impactful setting; controls the overall scale of the painted strokes.
  • Edge Smoothness / Edge Sharpness - how soft or crisp the transitions between painted regions are.
  • Color Sensitivity (Classic only) - makes the filter react to color changes, not just brightness.
  • Directional Strength (Anisotropic only) - how strongly strokes bend to follow scene edges.

Every numeric field has a small reset button next to it to instantly restore its default value.

4. Save your look as a Preset

Once you're happy with a set of values, you can save them for reuse:

  1. In the Preset Manager section at the top of the Inspector, click Create New Preset Asset.
  2. Give it a name, this creates a KuwaharaPreset asset in your project.
  3. Use Save to store your current settings into the preset, or Load to apply a preset's settings to the current component.

This is the easiest way to share a consistent painterly look across multiple cameras or scenes.

5. Performance tuning

If you need more headroom, look at the Performance section:

  • Texture Scale (Classic) / Stylization Scale (Anisotropic) - renders the paint effect at a lower internal resolution, then upscales. Great first lever to pull for a performance boost.
  • Tensor Field Scale (Anisotropic only) - lowers the resolution used to detect edge direction. Cheaper, with minimal visual impact on the final stroke orientation.
  • Tensor Field Precision (Anisotropic only, compute-capable platforms) - switch to Half precision to save memory and bandwidth if you don't see banding artifacts on gradients.

6. Capture a screenshot

The Utility Tools section lets you capture a high-resolution screenshot of the painted result directly, at up to 4x your Game View resolution - handy for portfolio shots or marketing material.

See also: Classes for the full class reference.

Changelog: Changelog