기술 자료

Unity Engine


User Manual

Script Reference

Unity Engine


Upgrade to URP 17.1 (Unity 6.1)

Upgrade from an older version of URP to URP 17.1 (Unity 6.1)
읽는 시간 10분최근 업데이트: 8일 전

This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to URP 17.1 (Unity 6.1).
참고
To upgrade to URP 17.2 (Unity 6.2) and later, refer to the main Upgrade Unity section.
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 17.0 (Unity 6.0)

The _FORWARD_PLUS shader keyword is deprecated

In Unity 6.1 the _FORWARD_PLUS shader keyword is deprecated. Use the _CLUSTER_LIGHT_LOOP keyword in custom shaders instead.
For more information about using the keywords, refer to Shader keywords and macros reference in URP.

Upgrading from URP 15 or URP 16 (Unity 2023.1, Unity 2023.2)

Render graph system

URP 17 introduces the render graph system, which includes significant changes to the way you write custom render passes.
If your project contains custom render passes, rewrite your passes using the render graph API. For more information on render graph, refer to the section Render graph system.
For complete examples of Scriptable Renderer Features with render passes that use the render graph API, follow these steps:
  1. Import the URP render graph samples. For more information, refer to Importing a package sample in URP.
  2. In the Project window, go to Samples > Universal Render Pipeline > 17.2.0 > URP RenderGraph Samples.
참고
Unity no longer develops or improves the rendering path that doesn't use the render graph API.
Render graph is enabled by default in new URP projects.
For compatibility purpose, Unity 6 includes the option to disable the render graph system and use the rendering API from previous URP versions. To disable render graph, enable the following checkbox:
  • Project Settings

    ?

    > Graphics > Render Graph > Compatibility Mode (Render Graph Disabled)
If you open an existing project created with a URP version without render graph, Unity automatically enables the compatibility mode after opening the project with Unity 6.
To understand a render graph implementation better, use the Render Graph Viewer

Volume Framework

When you create a custom Volume component class that overrides the
VolumeComponent.Override(VolumeComponent state, float interpFactor)
method, your implementation must set the
VolumeParameter.overrideState
property to
true
whenever the
VolumeParameter
value is changed. This ensures that the Volume framework resets the parameters to their correct default values. This lets the framework to use fewer resources every frame which improves performance.

Upgrading from URP 13 (Unity 2022.1)

Two shader defines were removed

SHADER_QUALITY_LOW/MEDIUM/HIGH
and
SHADER_HINT_NICE_QUALITY
shader defines were removed. If you used those defines in custom shaders, consider using
SHADER_API_MOBILE
or
SHADER_API_GLES
defines to replace
SHADER_QUALITY_LOW/MEDIUM/HIGH
.

Upgrading from URP 12 (Unity 2021.2)

Changes to ScriptableRenderer API behavior

Unity now issues an error when instances of
ScriptableRendererFeature
attempt to access render targets before they are allocated by the
ScriptableRenderer
class.
The
ScriptableRendererFeature
class has a new virtual function
SetupRenderPasses
which is called when render targets are allocated and ready to be used.
If your code uses the
ScriptableRenderer.cameraColorTarget
or the
ScriptableRenderer.cameraDepthTarget
property inside of the
AddRenderPasses
method override, you should move that implementation to the
ScriptableRendererFeature.SetupRenderPasses
method.
The calls to the
ScriptableRenderer.EnqueuePass
method should still happen in the
AddRenderPasses
method.
The following example shows how to change the code to use the new API.
Code with the old API:
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData){ // The target is used before allocation m_CustomPass.Setup(renderer.cameraColorTarget); // Letting the renderer know which passes are used before allocation renderer.EnqueuePass(m_ScriptablePass);}
Code with the new API:
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData){ // Letting the renderer know which passes are used before allocation renderer.EnqueuePass(m_ScriptablePass);}public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData){ // The target is used after allocation m_CustomPass.Setup(renderer.cameraColorTarget);}

The Universal Renderer is now using the RTHandle system

The Universal Renderer is now using the RTHandle system for its internal targets and in its internal passes.
All usages of the
RenderTargetHandle
struct are set as obsolete and the struct will be removed in the future.
The public interfaces
ScriptableRenderer.cameraColorTarget
and
ScriptableRenderer.cameraDepthTarget
are marked as obsolete. Replace them with
ScriptableRenderer.cameraColorTargetHandle
and
ScriptableRenderer.cameraDepthTargetHandle
respectively.
RTHandle
targets do not use the
CommandBuffer.GetTemporaryRT
method and persist for more frames than the
RenderTargetIdentifier
structs. You cannot allocate
RTHandle
targets with the properties
GraphicsFormat
and
DepthBufferBits
set to any value except for 0. The
cameraDepthTarget
properties must be separate from the
cameraColorTarget
properties.
The following helper functions let you create and use temporary render target with the
RTHandle
system in a similar way as with the
GetTemporaryRT
method previously:
  • RenderingUtils.ReAllocateIfNeeded
  • ShadowUtils.ShadowRTReAllocateIfNeeded
If the render target does not change within the lifetime of the application, use the
RTHandles.Alloc
method to allocate an
RTHandle
target. This method is efficient since the code does not have to check if a render target should be allocated on each frame.
If the render target is a full screen texture, which means that its resolution matches or is a fraction of the resolution of the screen, use a scaling factor such as
Vector2D.one
to support dynamic scaling.
The following example shows how to change the code using the
RenderTargetHandle
API to use the new API.
Code with the old API:
public class CustomPass : ScriptableRenderPass{ RenderTargetHandle m_Handle; // With the old API, RenderTargetIdentifier might combine color and depth RenderTargetIdentifier m_Destination; public CustomPass() { m_Handle.Init("_CustomPassHandle"); } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; cmd.GetTemporaryRT(m_Handle.id, desc, FilterMode.Point); } public override void OnCameraCleanup(CommandBuffer cmd) { cmd.ReleaseTemporaryRT(m_Handle.id); } public void Setup(RenderTargetIdentifier destination) { m_Destination = destination; } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); // Set the same target for color and depth ScriptableRenderer.SetRenderTarget(cmd, m_Destination, m_Destination, clearFlag, clearColor); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }}
Code with the new API:
public class CustomPass : ScriptableRenderPass{ RTHandle m_Handle; // Then using RTHandles, the color and the depth properties must be separate RTHandle m_DestinationColor; RTHandle m_DestinationDepth; void Dispose() { m_Handle?.Release(); } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; // Then using RTHandles, the color and the depth properties must be separate desc.depthBufferBits = 0; RenderingUtils.ReAllocateIfNeeded(ref m_Handle, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_CustomPassHandle"); } public override void OnCameraCleanup(CommandBuffer cmd) { m_DestinationColor = null; m_DestinationDepth = null; } public void Setup(RTHandle destinationColor, RTHandle destinationDepth) { m_DestinationColor = destinationColor; m_DestinationDepth = destinationDepth; } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); ScriptableRenderer.SetRenderTarget(cmd, m_DestinationColor, m_DestinationDepth, clearFlag, clearColor); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }}

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 and later 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.