Layer-selective screen-space effects in URP
GLAMOR is an image effects framework for URP. Its core idea is straightforward: screen-space effects can be applied selectively by layer instead of being forced onto every part of the scene in the same way. That makes the framework useful when a project needs different image treatment for different layers inside one URP setup.
The package also includes a large library of advanced and image-enhancing effects. It is the first version of the system, with more effects and enhancements planned as development continues, so it already sits in the part of the workflow where the final frame is shaped through post-style image treatment inside the rendering pipeline.
Where the layer control matters in a scene
Layer selection is the feature that changes how the system behaves in practice. Instead of treating the whole view as a single surface, GLAMOR lets screen-space effects be tied to specific layers. In a real production workflow, that means a scene can keep different visual responses separated without needing a completely different effect setup for every variation.
That approach fits projects that stay inside URP and want their image effects handled under one framework. Rather than splitting the visual treatment across unrelated tools, the system keeps the effect work in the same rendering path the project already uses. The result is a more direct way to manage how different layers receive image enhancement, while still staying within the URP pipeline.
Unity version boundaries and supported targets
Version 2.0.0 for Unity 6 LTS is not compatible with the earlier Unity 6 v1.x versions or with Unity 2022.3. The previous version needs to be removed completely before installing 2.0.0, or the new version should be used in a new project instead.
The system requires Unity 2022.3.18 and above with the URP renderer. It officially supports only LTS versions and has been tested in Unity 2022, Unity 2023, and Unity 6. It is compatible with Windows and Unity 2023.3 to Unity 6 URP, and it also supports the new URP Render Graph mode under a single framework.
Those boundaries matter for planning. GLAMOR is aimed at teams working in supported LTS builds rather than broad platform coverage, and non-LTS Unity versions are not officially supported. The system also does not officially support VR, Mobile, Mac, WebGL, OpenGL, or Consoles, and those platforms have not yet been tested here. That makes it a focused URP tool rather than a general-purpose image effects package for every target.
Odin Inspector behavior and the BiRP variant
There is a specific Odin Inspector workaround for issues with Volume FX entries in the VFX renderer feature. Open Odin preference settings, go to editor types, uncheck the Script Types -> Artngame folder, and update the editors. That stops the inspector elements in that folder from being replaced by Odin counterparts, which lets the GLAMOR system work normally.
A BiRP version is also available, but it uses a different approach. It does not use the layer-selective advanced method, and it is instead a large collection of image effects, many of which served as the base for the URP effects in GLAMOR. That makes the BiRP option a separate path rather than a direct match to the URP workflow.
For projects already committed to URP and supported LTS versions, GLAMOR fits where layer-specific screen-space treatment and a broad effect library need to stay inside one rendering framework. It is a practical match for scenes that need selective control without stepping outside the supported Unity and URP boundaries.
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