Version: Unity 6 (6000.0)
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Upgrade to version 11.0.x of the Universal Render Pipeline
Upgrade to version 10.0.x of the Universal Render Pipeline

Upgrade to version 10.1.x of the Universal Render Pipeline

This page describes how to upgrade from an older version of the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
(URP) to version 10.1.x.

Upgrading from URP 10.0.x

  1. URP 10.1.x does not have breaking changes compared with URP 10.0.x. To upgrade URP to version 10.1.x, install the new version of the package.

Upgrading from URP 7.2.x and later releases

  1. URP 10.x.x does not support the package Post-ProcessingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
    See in Glossary
    Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use that package first.

DepthNormals Pass

Starting from version 10.0.x, URP can generate a normal texture called _CameraNormalsTexture. To render to this texture in your custom shaderA program that runs on the GPU. More info
See in Glossary
, add a Pass with the name DepthNormals. For an example, check the implementation in Lit.shader.

Screen Space Ambient Occlusion (SSAO)

URP 10.0.x implements the Screen Space Ambient OcclusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
See in Glossary
(SSAO) effect.

If you intend to use the SSAO effect with your custom shaders, consider the following entities related to SSAO:

  • The _SCREEN_SPACE_OCCLUSION keyword.

  • Input.hlsl contains the new declaration float2 normalizedScreenSpaceUV in the InputData struct.

  • Lighting.hlsl contains the AmbientOcclusionFactor struct with the variables for calculating indirect and direct occlusion:

    struct AmbientOcclusionFactor
    {
        half indirectAmbientOcclusion;
        half directAmbientOcclusion;
    };
    
  • Lighting.hlsl contains the following function for sampling the SSAO texture:

    half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)
    
  • Lighting.hlsl contains the following function:

    AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2
    normalizedScreenSpaceUV)
    

To support SSAO in custom shader, add the DepthNormals Pass and the _SCREEN_SPACE_OCCLUSION keyword the the shader. For an example, check Lit.shader.

If your custom shader implements custom lighting functions, use the function GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV) to get the AmbientOcclusionFactor value for your lighting calculations.

Upgrading from URP 7.0.x–7.1.x

  1. Upgrade to URP 7.2.0 first. Refer to Upgrading to version 7.2.0 of the Universal Render Pipeline.

  2. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use that package first.

Upgrade to version 11.0.x of the Universal Render Pipeline
Upgrade to version 10.0.x of the Universal Render Pipeline