# Getting Started

#### Configuration

Ensure the **Shader Variant Limit** in *Project Settings→Shader Graph* is set to **100,000**.  After setting this, it may be necessary to re-import the shaders (*OmniShade PBR* and *OmniShade PBR Transparent*).

The shader supports Built-In, URP and HDRP pipelines.  The latest version is by default initially configured to work with all three.  If you are getting errors or the materials in the sample scene appear magenta, then you may need to configure your setup:

* For **URP pipeline**, if you need help installing URP, follow the [Unity URP Installation Guide](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@15.0/manual/InstallURPIntoAProject.html).
* For **Built-In** or **HDRP** pipeline, you may need to configure the shader's Active Targets.  To do this, open *OmniShade PBR.shader* in Shader Graph.  Under [Graph Settings](https://docs.unity3d.com/Packages/com.unity.shadergraph@10.8/manual/Graph-Settings-Menu.html), press the ➕ to add **Built-In** or **HDRP**.  For the settings, copy the same from URP (set Custom Editor GUI to **OmniShadePBRGUI**, Alpha Clipping is On), and save the graph.  Repeat the same for the *OmniShade PBR Transparent.shader.*
* <mark style="color:purple;">**For improved shader build times and performance, remove the Active Targets that you do not need (ie., remove Built-In if you only use URP, and vice versa).**</mark>

#### Usage

Start by opening the sample scene in *OmniShade PBR/Sample Scene URP/Sample Scene.unity*.&#x20;

1. Feel free to move the camera around and browse the sample materials in the scene, and experiment with the shader's parameters to get an idea of what the shader can do.
2. For more details, refer to the [Features](https://pbr.omnishade.io/documentation/features) and [FAQ](https://pbr.omnishade.io/documentation/faq).
3. Start creating your own materials with OmniShade PBR.  You're on your way!

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