I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
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Upgrading to version 10.1.x of the Universal Render Pipeline
This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 10.1.x.
Upgrading from URP 10.0.x
- URP 10.1.x does not have breaking changes compared with URP 10.0.x. To upgrade URP to version 10.1.x, install the new version of the package.
Upgrading from URP 7.2.x and later releases
- URP 10.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 declarationfloat2 normalizedScreenSpaceUV
in theInputData
struct. -
Lighting.hlsl
contains theAmbientOcclusionFactor
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.
Upgrading from URP 7.0.x-7.1.x
-
Upgrade to URP 7.2.0 first. Refer to Upgrading to version 7.2.0 of the Universal Render Pipeline.
-
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.