• Universal Render Pipeline
  • Requirements
    • Building for Closed platforms
  • What's new in URP
  • Features
    • Feature list
    • Feature Comparison with the Built-in Render Pipeline
  • Getting started
    • Create a Project from a Template
    • Install URP into an existing Project
    • Package samples
      • URP Package Samples
    • Scene Templates
    • Quality Settings in URP
    • Change Quality settings with code
    • Understand performance
    • Configure for better performance
  • Render Pipeline Concepts
    • The URP Asset
    • URP Global Settings
    • Universal Renderer
    • Deferred Rendering Path
    • Forward+ Rendering Path
    • Graphics settings window reference in URP
    • Pre-built effects (Renderer Features)
      • How to add a Renderer Feature
      • Render Objects Renderer Feature
        • Example: How to create a custom rendering effect using the Render Objects Renderer Feature
        • Render Objects Renderer Feature reference
      • Decal Renderer Feature
        • Decal Renderer Feature
        • Decal Shader Graph
      • Screen Space Ambient Occlusion (SSAO) Renderer Feature
      • Screen Space Shadows Renderer Feature
      • Full Screen Pass Renderer Feature
        • How to create a custom post-processing effect
        • Full Screen Pass Renderer Feature reference
  • Upgrade guides
    • Render Pipeline Converter
    • Upgrading to URP 16
    • Upgrading to URP 15
    • Upgrading to URP 14
    • Upgrading to URP 13
    • Upgrading to URP 12.0.x
    • Upgrading to URP 11.0.x
    • Upgrading to URP 10.1.x
    • Upgrading to URP 10.0.x
    • Upgrading to URP 9.0.x
    • Upgrading to URP 8.2.0
    • Upgrading to URP 8.1.0
    • Upgrading to URP 8.0.0
    • Upgrading to URP 7.4.0
    • Upgrading to URP 7.3.0
    • Upgrading to URP 7.2.0
    • Upgrading from LWRP to URP
  • Rendering
    • Rendering Layers
  • Lighting
    • Light component reference
    • Lighting Mode
    • The Universal Additional Light Data component
    • Shadows in the Universal Render Pipeline
    • Probe Volumes
      • Understanding probe volumes
      • Use Probe Volumes
      • Display Probe Volumes
      • Configure the size and density of Probe Volumes
      • Bake multiple scenes together with Baking Sets
      • Streaming
      • Fix issues with Probe Volumes
      • Probe Volume Inspector window reference
      • Probe Volumes panel reference
      • Probe Volumes Options Override reference
      • Probe Adjustment Volume component reference
    • Reflection probes
    • Lens flares
      • Choose a lens flare type
      • Add lens flares
      • Add screen space lens flares
      • Lens Flare (SRP) reference
      • Lens Flare (SRP) Data Asset reference
      • Screen Space Lens Flare override reference
  • Cameras
    • The Universal Additional Camera Data component
    • Render Type
    • Working with multiple cameras
      • Camera Stacking
      • Rendering from multiple Cameras to the same render target
      • Rendering to a Render Texture
    • Clearing, rendering order and overdraw
    • Motion vectors
    • Anti-aliasing
    • Camera component reference
  • Post-processing
    • How to configure
    • HDR Output
    • Volumes
      • Understand Volumes
      • Set up a Volume
      • Create a Volume Profile
      • Configure Volume Overrides
      • Volume component reference
    • Effect List
      • Ambient Occlusion
      • Bloom
      • Channel Mixer
      • Chromatic Aberration
      • Color Adjustments
      • Color Curves
      • Depth of Field
      • Film Grain
      • Lens Distortion
      • Lift, Gamma, and Gain
      • Motion Blur
      • Panini Projection
      • Screen Space Lens Flare
      • Shadows Midtones Highlights
      • Split Toning
      • Tonemapping
      • Vignette
      • White Balance
      • Lens Flare
    • Custom Post-processing
      • How to create a custom post-processing effect
  • Shaders and Materials
    • Shading Models
    • Material Variants
    • Complex Lit
    • Lit
    • Simple Lit
    • Baked Lit
    • Unlit
    • Terrain Lit
    • Particles Lit
    • Particles Simple Lit
    • Particles Unlit
    • Decal
    • Canvas
    • Upgrading shaders from Built-in
      • Upgrade custom shaders for URP compatibility
    • Shader stripping
    • Writing custom shaders
      • Creating a sample scene
      • URP basic unlit shader
      • URP unlit shader with color input
      • Drawing a texture
      • Visualizing normal vectors
      • Reconstruct the world space positions
      • Shader methods in URP
        • Import a file from the URP shader library
        • Transform positions in a custom URP shader
        • Use the camera in a custom URP shader
        • Use lighting in a custom URP shader
        • Use shadows in a custom URP shader
    • URP ShaderLab Pass tags
  • Custom rendering and post-processing
    • Custom render passes
      • Custom render pass workflow in URP
      • Scriptable Render Passes
        • Scriptable Render Passes
        • Write a Scriptable Render Pass
        • Inject a pass via scripting
      • Scriptable Renderer Features
        • Introduction to Scriptable Renderer Features
        • Inject a custom render pass using a Scriptable Renderer Feature
        • Apply a Scriptable Renderer Feature to a specific camera type
        • Example of a complete Scriptable Renderer Feature
      • Using textures
        • URP blit best practices
        • Perform a full screen blit in URP
    • Injection points reference
    • Scriptable Renderer Feature and Scriptable Render Pass API reference
  • Optimization
    • Rendering Debugger
    • Add controls to the Rendering Debugger
    • Optimize for better performance
    • Update Quality Setting Presets for URP
  • 2D graphics features
    • Introduction to the 2D Lighting system
      • Requirements and setup
      • Configure the 2D Renderer Asset
        • HDR emulation scale
        • Light Blend Styles
        • Using the Tilemap Renderer with URP 2D
      • Prepare sprites and upgrade projects for lighting
      • Normal map and mask Textures
      • Common 2D Light Type properties
        • Specific 2D Light Type properties
      • Using the Tilemap Renderer with URP 2D
    • Create shadows with Shadow Caster 2D
    • Create a 2D sprite Shader Graph
    • Light a Visual Effect Graph asset
    • Using the Light Batching Debugger
    • 2D Pixel Perfect
      • Using the Cinemachine Pixel Perfect extension
  • Frequently asked questions (FAQ)
  • Known issues