# Installation

After importing the Unity package, you can start using the effects by adding them to your volume components or by using the pre-existing volumes. However they won't be visible, there is one tiny step to take before they can be rendered.

HD Render Pipeline dictates us users to add any custom effects to the post processing injection points. By the official [Unity Documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Custom-Post-Process.html), there is a single way to do this. But it can be a tedious work to do considering there are a lot of effects. So we have developed couple more ways that are faster to use! Let's take a look at the official way, as well as others.

## Option 1: Official Unity Way

This is fairly straight-forward. Head over to **Edit>Project Settings>HDRP** Default Settings tab. Scroll down to the bottom, you will find 3 lists; **After Opaque and Sky, Before Post Process, After Post Process.** Rich FX uses two of these lists. For both of the **Before Post Process** and **After Post Process** lists, click on the plus(+) button on the right side and add the shown effects one by one.

![Adding custom effect to the list.](/files/-M5g3bHB1sEVC1y4sgXv)

{% hint style="info" %}
This is the most secure way of adding effects as stated in Unity Docs, but it can get a bit tedious since you'll have to add over 40 effects Rich FX offers one by one.
{% endhint %}

## Option 2: Automatic Way

From the top toolbar, navigate to **Inan Evin>RichFX>Help.** This will open up the startup dialogue. Then find your HD Render Pipeline asset file, if you are using the default asset, it is named **HDRenderPipelineAsset.asset.**

{% hint style="danger" %}
Please make sure you **copy and back up** your **HDRenderPipeline asset file** before continuing on any of the ways rather than the official way. If anything goes wrong, the pipeline asset might get **corrupted** and that can **break the whole project**. If possible, **duplicate** your asset file, **work on the duplicated file**, then assign the duplicate as your used HD Render Pipeline asset in **HDRP Default Settings** if everything goes without errors. Also for the sake of proper workflow, always use version control!
{% endhint %}

After you make sure you have the backup, assign your asset file on the field shown in the dialogue.

![Assign the aset to HD Render Pipeline .asset: field.](/files/-M5gG0tCAjus2BO7lWMN)

Afterwards, hit **Add Effects to RP Asset** button, and hit **Proceed** on the popup window. (**Please make sure you have a backup, and even better you have assigned the backup!)** This will add the effects to the asset file and refresh the asset database. If you were working on the backup, you can drag & drop the backup under **Scriptable Render Pipeline Settings** in **Graphics** tab in **Edit>Project** **Settings.** Now if you go to the **Edit>Project Settings>HDRP Default Settings** you need to see the effects added to the lists below.

![Lists after all the effects are added.](/files/-M5gH5IIWZ05HvnO9WPr)

## Option 3: Manual Way

It is also possible to add the effects manually to your HD Render Pipeline asset. For this we need to copy the post process strings first.&#x20;

#### Option 2 - Step 1:

From the top toolbar in Unity, go to **Inan Evin>RichFX>Help**. This will open up the startup dialogue. There are two buttons below, click **Copy Before Post Process** to copy the strings for the first set of effects.

![Click on Copy Before Post Process.](/files/-M5gDBgn3YOoXR2IUkVu)

#### Option 2 - Step 2:

With the effects on our clipboard we will continue. **Please make sure you don't copy anything into your clipboard until you complete this step.** Find your pipeline asset in your project, if you are using the default, it is **HDRenderPipelineAsset.asset** file.&#x20;

{% hint style="danger" %}
Please make sure you **copy and back up** your **HDRenderPipeline asset file** before continuing on any of the ways rather than the official way. If anything goes wrong, the pipeline asset might get **corrupted** and that can **break the whole project**. If possible, **duplicate** your asset file, **work on the duplicated file**, then assign the duplicate as your used HD Render Pipeline asset in **Graphics** tab in **Project Settings** if everything goes without errors. Also for the sake of proper workflow, always use version control!
{% endhint %}

**Right click** on it and select **Show in Explorer**. Now you can open your .asset file in any text editor of your preference, like Notepad or Notepad++. After you open it, navigate to the bottom and find this line:

```
beforePostProcessCustomPostProcesses: []
```

Remove the brackets and create a new line below. Paste the copied string into the line below and save the file. Make sure there are no empty lines in between any lines.&#x20;

{% hint style="info" %}
If you've added effects previously, this line might not have the brackets but already have the effects on the lines below. If so, just add the copied string right after this line.
{% endhint %}

#### Option 2 - Step 3:

Afterwards, please repeat **Step 1** and **Step 2** for the second set of effects. So press **Copy After Post Process** in **Step 1,** and find the line below for **Step 2:**

```
afPostProcessCustomPostProcesses: []
```

{% hint style="info" %}
Again if you have added effects previously, this line might not have the brackets but already have the effects on the lines below. If so, just add the copied string right after this line.
{% endhint %}

After adding both before and after post process effects, the **HD Render Pipeline asset** file's content should look like below.

![Contents at the bottom of HDRenderPipeline.asset file.](/files/-M5gbYcyAXbOJVg1ne8M)

If you were working on the backup, you can drag & drop the backup under **Scriptable Render Pipeline Settings** in **Graphics** tab in **Edit>Project** **Settings.** Now if you go to the **Edit>Project Settings>HDRP Default Settings** you need to see the effects added to the lists below.

![Lists after all the effects are added.](/files/-M5gH5IIWZ05HvnO9WPr)


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://inan.gitbook.io/rich-fx-documentation/setup/installation.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
