유니티 2022 URP - yuniti 2022 URP

This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 2022.1.

Upgrading from URP 2021.2

  • An error will be issued when instances of ScriptableRendererFeature attempt to access render targets before they are allocated by the renderer.

    The ScriptableRendererFeature has a new virtual function called SetupRenderPasses which is called when render targets are allocated and ready to be used.

    If your code uses renderer.cameraColorTarget or renderer.cameraDepthTarget inside of the AddRenderPasses override, then that use needs to be moved to SetupRenderPasses. Note that calls to renderer.EnqueuePass should still happen in AddRenderPasses.

    For example the following use:

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        m_CustomPass.Setup(renderer.cameraColorTarget);  // use of target before allocation
        renderer.EnqueuePass(m_ScriptablePass); // letting the renderer know which passes will be used before allocation
    }
    

    should become:

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        renderer.EnqueuePass(m_ScriptablePass); // letting the renderer know which passes will be used before allocation
    }
    
    public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
    {
        m_CustomPass.Setup(renderer.cameraColorTarget);  // use of target after allocation
    }
    
  • The Universal Renderer is now using RTHandles for its internal targets and in its internal passes.

    All uses of RenderTargetHandle have been set as Obsolete and the class will be removed in the future.

    The public interfaces renderer.cameraColorTarget and renderer.cameraDepthTarget have also been marked as obsolete and their uses should be replaced with renderer.cameraColorTargetHandle and renderer.cameraDepthTargetHandle respectively.

    RTHandle targets do not use GetTemporaryRT and are longer-lived than the RenderTargetIdentifiers from there. They also cannot be allocated with a GraphicsFormat and DepthBufferBits set to anything but 0. Depth targets must be separate from Color Targets.

    The following helper functions have been added in order to create and use RTHandle targets in the same way as with GetTemporaryRT:

    • RenderingUtils.ReAllocateIfNeeded
    • ShadowUtils.ShadowRTReAllocateIfNeeded

    If the target is known to not change within the lifetime of the application, then simply a RTHandles.Alloc would suffice and it will be more efficient due to not doing a check on each frame.

    If the target is a fullscreen texture, meaning that its resolution matches the resolution or a fraction of it, the use of a scaling factor such as Vector2D.one is recommended to support dynamic scaling.

    For example, the following RenderTargetHandle use:

    public class CustomPass : ScriptableRenderPass
    {
        RenderTargetHandle m_Handle;
        RenderTargetIdentifier m_Destination; // RenderTargetIdentifier sometimes combines color and depth
    
        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();
            ScriptableRenderer.SetRenderTarget(cmd, m_Destination, m_Destination, clearFlag, clearColor); // set same target for color and depth
            // ...
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
    }
    

    should become:

    public class CustomPass : ScriptableRenderPass
    {
        RTHandle m_Handle;
        // RTHandles don't combine color and dpeth
        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;
            desc.depthBufferBits = 0; // Color and depth cannot be combined in RTHandles
            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 implicitely clear the Stencil buffer anymore. Use the new method ClearFlag.Stencil.

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 example, see 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(float2
    normalizedScreenSpaceUV)
    

To support SSAO in custom shader, add the DepthNormals Pass and the _SCREEN_SPACE_OCCLUSION keyword the the shader. For example, see 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. Upgrade to URP 7.2.0 first. Refer to Upgrading to version 7.2.0 of the Universal Render Pipeline.

  2. 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.