9092858a58
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!
59 lines
2.5 KiB
Markdown
59 lines
2.5 KiB
Markdown
# Upgrading to version 10.1.x of the Universal Render Pipeline
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This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 10.1.x.
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## Upgrading from URP 10.0.x
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1. 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.
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## Upgrading from URP 7.2.x and later releases
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1. 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.
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### DepthNormals Pass
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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`.
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### Screen Space Ambient Occlusion (SSAO)
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URP 10.0.x implements the Screen Space Ambient Occlusion (SSAO) effect.
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If you intend to use the SSAO effect with your custom shaders, consider the following entities related to SSAO:
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* The `_SCREEN_SPACE_OCCLUSION` keyword.
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* `Input.hlsl` contains the new declaration `float2 normalizedScreenSpaceUV` in the `InputData` struct.
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* `Lighting.hlsl` contains the `AmbientOcclusionFactor` struct with the variables for calculating indirect and direct occlusion:
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```c++
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struct AmbientOcclusionFactor
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{
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half indirectAmbientOcclusion;
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half directAmbientOcclusion;
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};
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```
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* `Lighting.hlsl` contains the following function for sampling the SSAO texture:
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```c++
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half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)
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```
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* `Lighting.hlsl` contains the following function:
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```c++
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AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2
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normalizedScreenSpaceUV)
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```
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To support SSAO in custom shader, add the `DepthNormals` Pass and the `_SCREEN_SPACE_OCCLUSION` keyword the the shader. For example, see `Lit.shader`.
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If your custom shader implements custom lighting functions, use the function `GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)` to get the `AmbientOcclusionFactor` value for your lighting calculations.
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## Upgrading from URP 7.0.x-7.1.x
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1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0.md).
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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.
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