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Upgrade to version 10.1.x of the Universal Render Pipeline

Upgrade from an older version of URP to version 10.1.x.
Read time 2 minutesLast updated a month ago

This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 10.1.x.

Upgrading from URP 10.0.x

  1. URP 10.1.x does not have breaking changes compared with URP 10.0.x. To upgrade URP to version 10.1.x, install the new version of the package.

Upgrading from URP 7.2.x and later releases

  1. URP 10.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 an example, check 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 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(float2normalizedScreenSpaceUV)
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.

Upgrading from URP 7.0.x-7.1.x

  1. 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.