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 11.0.x.
The file names of the following Shader Graph shaders were renamed. The new file names do not have spaces:Autodesk Interactive
Autodesk Interactive Masked
Autodesk Interactive Transparent
If your code uses the Shader.Find()
method to search for the shaders, remove spaces from the shaderA program that runs on the GPU. More info
See in Glossary names, for example, Shader.Find("AutodeskInteractive)
.
Starting from version 10.0.x, URP can generate a normal texture called _CameraNormalsTexture
. To render to this texture in your custom shader, add a Pass with the name DepthNormals
. For an example, check the implementation in Lit.shader
.
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.
In 11.0.x the formula used to apply Shadow Normal Bias has been slightly fix in order to work better with punctual lights.
As a result, to match exactly shadow outlines from earlier revisions, the parameter might to be adjusted in some scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary. Typically, using 1.4 instead of 1.0 for a Directional light is usually enough.
Upgrade to URP 7.2.0 first. Refer to Upgrading to version 7.2.0 of the Universal Render Pipeline.
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.