# URP setup 1. Use a URP asset with a **Universal Renderer** and assign it in the project’s Graphics settings and relevant Quality levels. 2. For water, set **Copy Depth Mode** to **After Opaques** or **Force Prepass** on the Renderer asset. 3. Add **StylizedWaterDepthCamera** to the gameplay camera. 4. Configure directional-light shadows and shadow distance for the intended camera. Use the supplied biome materials as a starting point. Customize copies in your own project folder. Check the scene at the target resolution and on the devices used by your game. The release is intended for URP. See [compatibility](Compatibility.md) and [water materials](WaterRendering.md).