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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

  1. 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

  1. 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
_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.

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.

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.