Upgrading to version 2022.1 of the Universal Render Pipeline
This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 2022.1.
Upgrading from URP 2021.2
An error will be issued when instances of
ScriptableRendererFeature
attempt to access render targets before they are allocated by the renderer.The
ScriptableRendererFeature
has a new virtual function calledSetupRenderPasses
which is called when render targets are allocated and ready to be used.If your code uses
renderer.cameraColorTarget
orrenderer.cameraDepthTarget
inside of theAddRenderPasses
override, then that use needs to be moved toSetupRenderPasses
. Note that calls torenderer.EnqueuePass
should still happen inAddRenderPasses
.For example the following use:
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { m_CustomPass.Setup(renderer.cameraColorTarget); // use of target before allocation renderer.EnqueuePass(m_ScriptablePass); // letting the renderer know which passes will be used before allocation }
should become:
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { renderer.EnqueuePass(m_ScriptablePass); // letting the renderer know which passes will be used before allocation } public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { m_CustomPass.Setup(renderer.cameraColorTarget); // use of target after allocation }
The Universal Renderer is now using
RTHandles
for its internal targets and in its internal passes.All uses of
RenderTargetHandle
have been set as Obsolete and the class will be removed in the future.The public interfaces
renderer.cameraColorTarget
andrenderer.cameraDepthTarget
have also been marked as obsolete and their uses should be replaced withrenderer.cameraColorTargetHandle
andrenderer.cameraDepthTargetHandle
respectively.RTHandle
targets do not useGetTemporaryRT
and are longer-lived than theRenderTargetIdentifiers
from there. They also cannot be allocated with aGraphicsFormat
andDepthBufferBits
set to anything but 0. Depth targets must be separate from Color Targets.The following helper functions have been added in order to create and use
RTHandle
targets in the same way as withGetTemporaryRT
:RenderingUtils.ReAllocateIfNeeded
ShadowUtils.ShadowRTReAllocateIfNeeded
If the target is known to not change within the lifetime of the application, then simply a
RTHandles.Alloc
would suffice and it will be more efficient due to not doing a check on each frame.If the target is a fullscreen texture, meaning that its resolution matches the resolution or a fraction of it, the use of a scaling factor such as
Vector2D.one
is recommended to support dynamic scaling.For example, the following
RenderTargetHandle
use:public class CustomPass : ScriptableRenderPass { RenderTargetHandle m_Handle; RenderTargetIdentifier m_Destination; // RenderTargetIdentifier sometimes combines color and depth public CustomPass() { m_Handle.Init("_CustomPassHandle"); } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; cmd.GetTemporaryRT(m_Handle.id, desc, FilterMode.Point); } public override void OnCameraCleanup(CommandBuffer cmd) { cmd.ReleaseTemporaryRT(m_Handle.id); } public void Setup(RenderTargetIdentifier destination) { m_Destination = destination; } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); ScriptableRenderer.SetRenderTarget(cmd, m_Destination, m_Destination, clearFlag, clearColor); // set same target for color and depth // ... context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } }
should become:
public class CustomPass : ScriptableRenderPass { RTHandle m_Handle; // RTHandles don't combine color and dpeth RTHandle m_DestinationColor; RTHandle m_DestinationDepth; void Dispose() { m_Handle?.Release(); } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; desc.depthBufferBits = 0; // Color and depth cannot be combined in RTHandles RenderingUtils.ReAllocateIfNeeded(ref m_Handle, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_CustomPassHandle"); } public override void OnCameraCleanup(CommandBuffer cmd) { m_DestinationColor = null; m_DestinationDepth = null; } public void Setup(RTHandle destinationColor, RTHandle destinationDepth) { m_DestinationColor = destinationColor; m_DestinationDepth = destinationDepth; } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); ScriptableRenderer.SetRenderTarget(cmd, m_DestinationColor, m_DestinationDepth, clearFlag, clearColor); // ... context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } }
Upgrading from URP 11.x.x
The Forward Renderer asset is renamed to the Universal Renderer asset. When you open an existing project in the Unity Editor containing URP 12, Unity updates the existing Forward Renderer assets to Universal Renderer assets.
The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.
The method
ClearFlag.Depth
does not implicitely clear the Stencil buffer anymore. Use the new methodClearFlag.Stencil
.
Upgrading from URP 10.0.x–10.2.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 shader names, for example,Shader.Find("AutodeskInteractive)
.
Upgrading from URP 7.2.x and later releases
- URP 12.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.
DepthNormals Pass
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 example, see the implementation in Lit.shader
.
Screen Space Ambient Occlusion (SSAO)
URP 10.0.x implements the Screen Space Ambient Occlusion (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 declarationfloat2 normalizedScreenSpaceUV
in theInputData
struct.Lighting.hlsl
contains theAmbientOcclusionFactor
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 example, see 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.
Shadow Normal Bias
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 scenes. Typically, using 1.4 instead of 1.0 for a Directional light is usually enough.
Intermediate Texture
In previous URP versions, URP performed the rendering via an intermediate Renderer if the Renderer had any active Renderer Features. On some platforms, this had significant performance implications. In this release, URP mitigates the issue in the following way: URP expects Renderer Features to declare their inputs using the ScriptableRenderPass.ConfigureInput
method. The method provides the information that URP uses to determine automatically whether rendering via an intermediate texture is necessary.
For compatibility purpose, there is a new property Intermediate Texture in the Universal Renderer. If you select Always in the property, URP uses an intermediate texture. Selecting Auto enables the new behavior. Use the Always option only if a Renderer Feature does not declare its inputs using the ScriptableRenderPass.ConfigureInput
method.
To ensure that existing projects work correctly, all existing Universal Renderer assets that were using any Renderer Features (excluding those included with URP) have the option Always selected in the Intermediate Texture property. Any newly created Universal Renderer assets have the option Auto selected.
Upgrading from URP 7.0.x-7.1.x
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.
Upgrading from LWRP to 12.x.x
- There is no direct upgrade path from LWRP to URP 12.x.x. Follow the steps to upgrade LWRP to URP 11.x.x first, and then upgrade from URP 11.x.x to URP 12.x.x.