Upgrade to version 11.0.x of the Universal Render Pipeline
Upgrade from an older version of URP to version 11.0.x.
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This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 11.0.x.
Upgrading from URP 10.0.x–10.2.x
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The file names of the following Shader Graph shaders were renamed. The new file names do not have spaces:
Autodesk InteractiveAutodesk Interactive MaskedAutodesk Interactive TransparentIf your code uses themethod to search for the shaders, remove spaces from the shader names, for example,Shader.Find().Shader.Find("AutodeskInteractive)
Upgrading from URP 7.2.x and later releases
- URP 11.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 . To render to this texture in your custom shader, add a Pass with the name . For an example, check the implementation in .
_CameraNormalsTextureDepthNormalsLit.shaderScreen 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:
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Thekeyword.
_SCREEN_SPACE_OCCLUSION -
contains the new declaration
Input.hlslin thefloat2 normalizedScreenSpaceUVstruct.InputData -
contains the
Lighting.hlslstruct with the variables for calculating indirect and direct occlusion:AmbientOcclusionFactorstruct AmbientOcclusionFactor{ half indirectAmbientOcclusion; half directAmbientOcclusion;}; -
contains the following function for sampling the SSAO texture:
Lighting.hlslhalf SampleAmbientOcclusion(float2 normalizedScreenSpaceUV) -
contains the following function:
Lighting.hlslAmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2normalizedScreenSpaceUV)
To support SSAO in custom shader, add the Pass and the keyword the the shader. For an example, check .
DepthNormals_SCREEN_SPACE_OCCLUSIONLit.shaderIf your custom shader implements custom lighting functions, use the function to get the value for your lighting calculations.
GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)AmbientOcclusionFactorShadow 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.
Upgrading from URP 7.0.x-7.1.x
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Upgrade to URP 7.2.0 first. Refer to Upgrading to version 7.2.0 of the Universal Render Pipeline.
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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.