Change URP asset settings at runtime
Locate the active URP asset and change its properties to fit the performance level of the hardware.
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You can change some properties of the URP asset at runtime with C# scripts. This can help fine tune performance on devices with hardware that doesn't perfectly match any of the quality levels in your project.
The following example uses the QualityControls script and QualityController object from the Change Quality Level section, and extends the functionality to locate the active URP asset and change some of its properties to fit the performance level of the hardware.
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Open the QualityControls script.
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At the top of the script addand
using UnityEngine.Rendering.using UnityEngine.Rendering.Universal -
Add a method with the nameand the type
ChangeAssetPropertiesto thevoidclass as shown below.QualityControlsusing System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Rendering;using UnityEngine.Rendering.Universal;public class QualityController : MonoBehaviour{ void Start() { // Select the appropriate Quality Level first SwitchQualityLevel(); } private void SwitchQualityLevel() { // Code from previous example } private void ChangeAssetProperties() { // New code is added to this method }} -
Retrieve the active Render Pipeline asset withas shown below.
GraphicsSettings.currentRenderPipelineusing System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Rendering;using UnityEngine.Rendering.Universal;public class QualityController : MonoBehaviour{ void Start() { // Select the appropriate Quality Level first SwitchQualityLevel(); } private void SwitchQualityLevel() { // Code from previous example } private void ChangeAssetProperties() { // Locate the current URP asset UniversalRenderPipelineAsset data = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; // Do nothing if Unity can't locate the URP asset if (!data) return; }} -
Add astatement in the ChangeAssetProperties method to set the value of the URP asset properties.
switchusing System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Rendering;using UnityEngine.Rendering.Universal;public class QualityController : MonoBehaviour{ void Start() { // Select the appropriate Quality Level first SwitchQualityLevel(); } private void SwitchQualityLevel() { // Code from previous example } private void ChangeAssetProperties() { // Locate the current URP asset UniversalRenderPipelineAsset data = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; // Do nothing if Unity can't locate the URP asset if (!data) return; // Change URP asset settings based on the size of the device's graphics memory switch (SystemInfo.graphicsMemorySize) { case <= 1024: data.renderScale = 0.7f; data.shadowDistance = 50.0f; break; case <= 3072: data.renderScale = 0.9f; data.shadowDistance = 150.0f; break; default: data.renderScale = 0.7f; data.shadowDistance = 25.0f; break; } }} -
Add a call to themethod in the
ChangeAssetPropertiesmethod. This ensures that the URP asset only changes when the scene first loads.Startusing System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Rendering;using UnityEngine.Rendering.Universal;public class QualityController : MonoBehaviour{ void Start() { // Select the appropriate Quality Level first SwitchQualityLevel(); // Fine tune performance with specific URP asset properties ChangeAssetProperties(); } private void SwitchQualityLevel() { // Code from previous example } private void ChangeAssetProperties() { // Locate the current URP asset UniversalRenderPipelineAsset data = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; // Do nothing if Unity can't locate the URP asset if (!data) return; // Change URP asset settings based on the size of the device's graphics memory switch (SystemInfo.graphicsMemorySize) { case <= 1024: data.renderScale = 0.7f; data.shadowDistance = 50.0f; break; case <= 3072: data.renderScale = 0.9f; data.shadowDistance = 150.0f; break; default: data.renderScale = 0.7f; data.shadowDistance = 25.0f; break; } }}
Now when this scene loads, Unity detects the system's total graphics memory and sets the URP asset properties accordingly.
You can use this method of changing particular URP asset properties in conjunction with changing quality levels to fine tune the performance of your project for different systems without the need to create a quality level for every target hardware configuration.