TP — Stylized Diorama (Unity / URP)

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🎯 TP Objective

Create a diorama-style scene (a small miniature world) in Unity using URP, working on:

  • visual composition (staging, readability, focal point),
  • rendering (lighting, materials, post-processing),
  • and an initial tech-art dimension (Shader Graph and/or VFX).

The final result must be visually coherent: even if you use external assets, you must harmonize their materials and the lighting atmosphere.


📌 Mandatory requirements (common core)

Your scene must include the following elements:

1) Composition / environment

  • A readable diorama-style scene (miniature scale, clear framing, focal point).
  • You may use free assets (Asset Store, Kenney, Poly Pizza, etc.),
    but you must modify their materials to ensure visual coherence.

2) Lighting

  • At least 3 distinct light sources, for example:
    • Directional Light (sun),
    • Spot Light (to highlight an object),
    • Point Light (local ambiance).
  • Expectation: clear intent (warm/cold atmosphere, contrasts, visual hierarchy).

3) Skybox / environment

  • A Skybox (HDRI or procedural).
  • Environment settings (Ambient Light, Reflections).

4) Visual effects

  • At least 1 Particle System (Shuriken) integrated into the scene
    (smoke, dust, snow, fireflies, sparks, bubbles…).
  • At least 1 URP post-processing Volume, including at minimum:
    • Bloom or
    • Color Adjustments.

5) Materials and shaders

  • Use at least one standard URP Material (Lit).
  • Create at least one custom Shader with Shader Graph, and apply it to an object in the scene.

đź§© Optional features

These options allow you to go further depending on your level and creativity.

  • Baked or Mixed lighting.
  • Use of Light Probes and/or Reflection Probes to improve rendering.

B — VFX Graph (or advanced particles)

  • An effect using VFX Graph (if compatible with your Unity version),
    or an advanced Particle System (collision, noise, trails, forces).

C — Cinematic (Timeline)

  • A short cinematic of 5 to 10 seconds including:
    • camera movement,
    • reveal of the focal point,
    • variation in lighting or effects.

D — In-editor modeling (ProBuilder)

  • Create at least two decorative elements with ProBuilder
    (base, stylized rock, arch, wall, bridge, platform…).

E — Simple interaction

Implement one basic interaction, for example:

  • day/night toggle,
  • color palette switch,
  • enable/disable particles,
  • opening a door,
  • turning on a lantern.

F — Sound atmosphere

Add:

  • an ambient soundscape (wind, forest, sea, factory, city…),
  • at least one 3D spatialized sound effect.

🎨 Theme ideas (optional)

To avoid too many similar scenes, you can draw inspiration from these ideas:

  • Miniature workshop (watchmaker, alchemist, tinkerer).
  • Ruins in a bubble (temple, statues, vegetation).
  • Miniature subway station (neon lights, smoke, reflections).
  • Snowy cabin (snow + warm interior lighting).
  • Stylized underwater scene (bubbles, simulated caustics, particles).

You may also propose your own theme, as long as it follows the diorama spirit.


📦 Expected deliverables

1) Unity Project

  • Main scene named: Diorama.unity
  • Functional project in URP.

2) README (1 page max)

To include in the project (Markdown or PDF):

  • Title and theme of the diorama,
  • Checklist of the 5 mandatory requirements,
  • List of the 2 chosen options (with short justification),
  • Sources of used assets (links + licenses).

3) Presentation image or video

  • one fixed “beauty shot”,
  • one short camera movement (pan, rotation, or tracking shot).

đź§® Indicative grading scheme

CriterionWeight
Composition & artistic direction30 %
Material coherence25 %
Lighting, Skybox & Post-process20 %
Shader Graph (quality + integration)15 %
Chosen options (relevance)10 %

Bonus: overall polish (small animations, details, simple optimization).


📚 Useful resources

Free assets

Shader Graph

URP Post-processing

Particles / VFX

Lighting (Baked, Probes)

ProBuilder

Timeline / Cinematic