The package samples that URP provides are:
URP Package Samples is a package sample for 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). It contains example shaders, C# scripts, and other assets you can build upon, use to learn how to use a feature, or use directly in your application. For information on how to import URP Package Samples into your project, refer to Importing package samples.
Each example uses its own URP Asset so, if you want to build an example sceneA 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, add the example’s URP Asset to your Graphics settings. If you don’t do this, Unity might strip shaders or render passes that the example uses.
The URP Package Samples/CameraStacking
folder contains examples for Camera Stacking. The following table describes each CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary Stacking example in this folder.
Example | Description |
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Mixed field of view | The example in CameraStacking/MixedFOV demonstrates how to use Camera Stacking in a first-person application to prevent the character’s equipped items from clipping into the environment. This setup also makes it possible to have different fields of view for the environment camera and the equipped items camera. |
Split screen | The example in CameraStacking/SplitScreenPPUI demonstrates how to create a split-screen camera setup where each screen has its own Camera Stack. It also demonstrates how to apply 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, postprocessSee in Glossary on world-space and screen-space camera UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info See in Glossary. |
3D skyboxA special type of Material used to represent skies. Usually six-sided. More info See in Glossary |
The example in CameraStacking/3D Skybox uses Camera Stacking to transform a miniature environment into a skybox. One overlay camera renders a miniature city and another renders miniature planets. The overlay cameras render to pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More infoSee in Glossary that the main camera did not draw to. With some additional scripted translation, this makes the miniature environment appear full size in the background of the main camera’s view. |
The URP Package Samples/Decals
folder contains examples for decals. The following table describes each decal example in this folder.
Example | Description |
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Blob shadows | The example in Decals/BlobShadow uses the Decal Projector component to cast a shadow under a character. This method of shadow rendering is less resource-intensive than shadow maps and is suitable for use on low-end devices. |
Paint splat | The example in Decals/PaintSplat uses a WorldSpaceUV Sub Graph and the Simple Noise Shader Graph node to create procedural decals. The noise in each paint splat uses the world position of the Decal Projector component. |
Proxy lighting | The example in Decals/ProxyLighting builds on the Blob shadows example and uses Decal Projectors to add proxy spotlights. These decals modify the emission of surfaces inside the projector’s volume.Note: To demonstrate the extent of its lighting simulation, this example disables normal real-time lighting. |
The URP Package Samples/LensFlares
folder contains lens flareA component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene. More info
See in Glossary examples. The following table describes each lens flare example in this folder.
Example | Description |
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Sun flare | The LensFlares/SunFlare example demonstrates how to use the Lens Flare component to add a lens flare effect to the main directional light in the scene. |
Lens flare showroom | The LensFlares/LensFlareShowroom example helps you to author lens flares. To use it:1. In the Hierarchy window, select the Lens Flare GameObject. 2. In the Lens Flare component, assign a LensFlareDataSRP asset to the Lens Flare Data property. 3. Change the Lens Flare component and data properties and view the lens flare in the Game View. Note: If the text box is in the way, disable the Canvas in the scene. |
The URP Package Samples/Lighting
folder contains examples for lighting. The following table describes each lighting example in this folder.
Example | Description |
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Reflection probes | The example in Lighting/Reflection Probes uses reflection probesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More infoSee in Glossary to create reflection maps for a reflective sphere GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. This sample shows how the Probe Blending and Box Projection settings can change the reflection within a scene that uses reflection probes. |
The URP Package Samples/RendererFeatures
folder contains examples for Renderer Features. The following table describes each Renderer Feature example in this folder.
Example | Description |
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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 |
The example in RendererFeatures/AmbientOcclusion uses a Renderer Feature to add screen space ambient occlusion (SSAO) to URP. For an example of how to set up this effect, refer to the SSAO_Renderer asset. |
Glitch effect | The example in RendererFeatures/GlitchEffect uses the Render Objects Render Feature and the Scene Color Shader Graph node to draw some GameObjects with a glitchy effect. For an example of how to set up this effect, refer to the Glitch_Renderer asset. |
Keep frame | The example in RendererFeatures/KeepFrame uses a custom Renderer Feature to preserve frame color between frames. The example uses this to create a swirl effect from a simple particle system.Note: The effect is only visible in Play Mode. |
Occlusion effect | The example in RendererFeatures/OcclusionEffect uses the Render Objects Renderer Feature to draw occluded geometry. The example achieves this effect without any code and sets everything up in the OcclusionEffect_Renderer asset. |
Trail effect | The example in RendererFeatures/TrailEffect uses the Renderer Feature from the Keep frame example on an additional camera to create a trail map. To do this, the additional camera draws depth to a RenderTexture. The Sand_Graph shader samples the map and displaces vertices on the ground. |
The URP Package Samples/Shaders
folder contains examples for shaders. The following table describes each shader example in this folder.
Example | Description |
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Lit | The example in Shaders/Lit demonstrates how different properties of the Lit shader affect the surface of some geometry. You can use the materials and textures as guidelines on how to set up materials in URP. |