b486678290
Library -Artifacts
42 lines
2.5 KiB
Markdown
42 lines
2.5 KiB
Markdown
# Upgrading to version 7.2.0 of the Universal Render Pipeline
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On this page, you will find information about upgrading from an older version of the Universal Render Pipeline (URP) to the current version.
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## Building your Project for consoles
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To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support.
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For more information, see the documentation on [Building for Consoles](Building-For-Consoles.md).
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## Require Depth Texture
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In previous versions of URP, if post-processing was enabled it would cause the pipeline to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases.
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Because Cameras that use post-processing no longer require depth by default, you must now manually indicate that Cameras require depth if you are using it for other effects, such as soft particles.
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To make all Cameras require depth, enable the the `Depth Texture` option in the [Pipeline Asset](universalrp-asset.md). To make an individual Camera require depth, set `Depth Texture` option to `On` in the [Camera Inspector](camera-component-reference.md).
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## Sampling shadows from the Main Light
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In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaque or transparent objects. This allows for consistency and solved many issues regarding shadows.
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If have custom HLSL shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead.
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For example:
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```
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float4 shadowCoord = TransformWorldToShadowCoord(positionWorldSpace);
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Light mainLight = GetMainLight(inputData.shadowCoord);
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// now you can use shadow to apply realtime occlusion
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half shadow = mainLight.shadowAttenuation;
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```
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You must also define the following in your .shader file to make sure your custom shader can receive shadows correctly:
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```
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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```
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## Transparent receiving shadows
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Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset.
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