Version: Unity 6.5 Beta (6000.5)
Language : English
Convert Visual Effect Graph from HDRP to URP
HDRP quality settings in URP reference

Convert lighting from HDRP to URP

Convert your lighting setup from a High Definition 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
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(HDRP) project to be compatible with the Universal Render Pipeline (URP).

When you migrate your HDRP project to use URP, the lighting in your 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
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will look different from your original project. URP doesn’t support all HDRP features (for example, physical light units, exposure, and dynamic area lights) and uses different lighting equations to HDRP, so you need to adjust your lighting setup for URP. To check which HDRP lighting features URP supports, refer to Render pipeline feature comparison.

For more information on lighting in URP, refer to Lighting in URP and Introduction to custom lighting in URP.

Tip: It’s recommended to open the scene in your original HDRP project so you can compare your URP scene to its original appearance.

To adjust your lighting setup for URP, for each scene, do the following:

  1. In your URP project, open a Light component.

  2. In Emission > Intensity, set the current value to a lower value, such as 1.

    Repeat this process for each light in your scene.

  3. Open a Reflection Probe component.

    Note: URP doesn’t support Reflection Proxies or Planar Reflection Probes, so you might need to adjust your reflection probeA 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 info
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    placement to achieve a similar appearance.

  4. Change the Type to Baked or Realtime. You also might need to adjust your Runtime Settings > Intensity value.

    Repeat this process for each reflection probe in your scene.

  5. Optional: In your URP asset, select Lighting > Reflection Probes > Box Projection, to enable Sphere and Box projection.

  6. Optional: In your URP asset, select Lighting > Reflection Probes > Probe Blending, to enable smooth blending of reflection probes.

  7. Regenerate your baked lighting.

    Note: After you bake the reflection probes, the emissive materials in your project might cause issues with the lighting. To resolve this, reduce the Intensity value of your emissive materials.

  8. Continue to adjust the values of the lights and reflection probes to match the appearance of the original scene.

URP doesn’t support automatic exposure. To apply exposure in your scene, you must manually create this as a 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
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effect and adjust it to match your original scene. For more information on how to create post-processing effects in URP, refer to Post-processing and full-screen effects in URP.

Additional resources

Convert Visual Effect Graph from HDRP to URP
HDRP quality settings in URP reference