Victorian Gothic Study is a complete, hand-dressed study environment for Unity's Universal Render Pipeline. Import, open the demo scene, press Play, and walk through a finished room: an executive desk full of drawer props, a bar cabinet, panelled walls with built-in bookshelves, a fireplace beneath a framed world map, a candle chandelier, and a bay of three tall windows with curtains moving in the breeze and sunlight cutting through the dust.
Everything is realtime - no lightmap baking required. The scene looks the way the screenshots look the moment you import it.
Trailer: https://youtu.be/cY2JBDn-nFE
WHAT YOU GET
VictorianStudy_Demo: the finished, lit, playable room with a first-person controller (WASD + mouse, new Input System with legacy fallback).
VictorianStudy_AssetZoo: all 159 unique assets laid out on a labeled grid, each with its correct materials, so you can find and grab any piece in seconds.
Reusable prefabs: one prefab per model and variation: the desk and each of its drawers, the bar cabinet, bookshelves, chairs, books, bottles, letters, keys, desk props, the wooden chest, curtains, the door and god-ray effects, all ready to drop into your own levels. Pivots sit at the bottom centre (doors on the hinge, hanging items at the top).
3 custom URP shaders: Window Glass (screen-space refraction with mobile fallback), Light Shaft (volumetric god rays with depth fade and procedural dust) and Curtain Breeze (vertex-animated cloth with correct shadows and SSAO).
Light Blocker: a ShadowsOnly volume that lets sunlight enter only through the windows, at any sun angle, with tuned shadow bias.
LOD meshes for the chandelier, sculpture and Asian ornament, wired into LODGroups.
Post-process volume profile and lighting settings used in the screenshots.
Plain-text manual with quick start, shader notes and FAQ.
CLEAN ORGANIZATION
Every asset follows a strict naming convention (SM_ meshes, M_ materials, T_ textures, P_ prefabs, SH_ shaders; BaseColor / Normal / Metallic / AO texture suffixes) and the scene hierarchy is grouped into Architecture / Furniture / Props / Effects. Textures follow a per-category size budget with streaming-friendly import settings, and GPU instancing is enabled on all materials.
HOW REUSABLE IS IT?
This pack is a finished room, not a snap-together building kit. Furniture, props and effects are separate prefabs and can be freely reused and rearranged in your own scenes. The architecture (walls, floor, ceiling) is authored for this room's layout - you can move and duplicate those pieces, but they are not designed as a grid-based modular kit for assembling new room configurations.
PART OF THE CRIMSON MANOR COLLECTION
These rooms were built for our own title, The Inheritance of Crimson Manor, and are production-proven: every piece was optimized, lit and play-tested in a real game before being prepared for the store. Each room of the manor is released as its own pack. All packs share the same shaders, demo player and naming conventions, and common assets live in a shared folder, so packs combine cleanly in one project without duplicates. Also available: Victorian Library. More rooms coming.
REQUIREMENTS
Unity 6.3 (6000.3) or newer, Universal Render Pipeline 17.x. URP only - not for Built-in or HDRP without material conversion. Not an Unreal Engine product.
"Opaque Texture" enabled in your URP Asset for the glass refraction (or disable the refraction keyword for mobile).
Input System package optional (legacy input works as fallback).
SUPPORT
contact@mediacitygames.com - please include your Unity and URP versions. The art content is the product and is fully supported. The custom shaders and the demo controller are presentation helpers: we keep them working in the Unity/URP versions listed above, but they are not a gameplay framework and we do not customize them or port them to other pipelines.
TECHNICAL DETAILS
Engine: Unity 6.3 (6000.3.17), URP 17.3
Unique assets: 159. Model files: 63 (FBX). Prefabs: 162. Materials: 81. Scenes: 2 (Demo, Asset Zoo)
Demo scene triangle count: approx. 115,000, all meshes and LOD levels
LODs: yes (chandelier, sculpture, Asian ornament; LODGroups set up). Collision: yes
Textures: 262 PNG (19 x 2048, 37 x 1024, 124 x 512, 82 x 256): BaseColor, Normal, Metallic, AO
Rigged: no. Animated: no (shader-driven curtain motion)
Lighting: realtime, no lightmaps. Baked reflection probe and post-process volume included
Scripts: 1 C# (first-person controller). Custom shaders: 3 (hand-written URP HLSL)
Supported platforms: Windows, Mac, Linux, consoles (URP). Mobile possible with the refraction keyword disabled
Documentation: included (plain-text manual + changelog). Dependencies: URP; Input System package recommended