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Unity Engine


Upgrade to URP 12 (Unity 2021.2)

Upgrade from an older version of URP to version 12.0.x (Unity 2021.2).
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This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 12.0.x.
For information on converting assets made for a Built-in Render Pipeline project to assets compatible with URP, refer to the page Render Pipeline Converter.

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 implicitly clear the Stencil buffer anymore. Use the new method
    ClearFlag.Stencil
    .
  • URP 12 implements the Render Pipeline Converter feature. This feature replaces the asset upgrade functions that were previously available at Edit > Render Pipeline > Universal Render Pipeline > Upgrade...

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 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 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.

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

  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.

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.