Changes to the Graphics GitHub repository

Hi all, we hope you are enjoying your holidays, wherever you may be.

We would like to share an important update with you.

Effective 28th Dec 2020 and in accordance with changes to Unity source code hosting policies, we are migrating the Graphics GitHub repository ( to our internal GitHub Enterprise instance. The current GitHub repository will not be removed and it will be still available for those who need it. However as part of the migration process, the current Graphics repository will be set to read-only.

There will be a Unity blog post with information on the upcoming changes in the next few days. So please stay tuned for more details.

Thank you for your patience. We totally understand the frustration around this and we did not intend to have this happen over the holiday break when a lot of us weren't available to communicate with you. In light of this situation, we have reverted the change and set the graphics repository back to an active state.

For full disclosure, this was part of a larger source code policy change we were planning on rolling out internally to strengthen our programs and processes around source code and sensitive information. The plan was to migrate the existing source code repositories from to our GitHub Enterprise instance and set the public repos to read-only so they would still be available to reference and grok the code but not used for active development.

After evaluation, we're going to put a pause on this whole transition and spend some time with the community to better understand your concerns and feedback.

We can no longer follow the development in the internal GitHub instance?
Will this happen to everything else Unity is currently publishing on GH?

Being able to follow the development closely is important to me, and I'm sure to many others.
Will there be a another way for us to do that?

Best of luck on the migrations!


Yeah I hope this will still be possible, looking at PR's has become a daily routine :)


Well... GitHub Enterprise is meant for running on an organization's local network only (see this FAQ), so don't get your hopes too high up. But let's just wait and see what the announced blog post will say.


I've been extremely worried about this happening ever since Unity started to message they are going more closed for early versions again. So far the messaging has been that Graphics repo isn't going away but apparently our fears still came true :/

I've hoped for the opposite for a long time (that more of the Unity packages would go to github) as it's enabling me as a developer as I can cherrypick commits manually and test individual changes early on. Now this change means that we will not be able to access individual commits again and it's making it a major pain to find and revert individual changes that introduce new bugs (which has been the situation throughout the existence of HDRP for example, this is going to hurt a lot now as everything that breaks will become slower to fix manually).

I really hope there is some way to get access these commits still but I'm not holding my breath. Sad day :/


This is a sad day and another blow at everyone who's actually believing in the SRPs, building on them, trying to understand and even actively improve them. WHY

@ali_mohebali can you please elaborate on [quote]
in accordance with changes to Unity source code hosting policies
[/quote]? I'm not aware of these changes, I just know that Unity recently talked a lot about "embracing and supporting open source", "making our process more visible", and so on - this is the opposite.


So, if I understand this correctly: from now on every time you want access to the latest HDRP/URP code, you will have to wait for the next Unity engine release, extract the bundled SRP from %appdata% cache, and you will be greeted with a surprise of (possibly breaking) changes, since we're now blind and can't follow what's going on. To apply your own changes, you will have to copy and paste your own changes to every file manually, since we lose forks/merges.

Do our complaints mean anything in this situation? Because I think this is a very big mistake.


Hope with this step they wipe that HDRP/URP nonsense, and make the GRP(GoodRenderingPipeline)


Will the public Github repo be at least updated from time to time, or is the package manager going to be the only way to see the latest code going forward?

-- EDIT --

Looked it up and it's really dead:
Archiving a repository makes it read-only to everyone (including repository owners). This includes editing the repository, issues, pull requests, labels, milestones, projects, wiki, releases, commits, tags, branches, reactions and comments. No one can create new issues, pull requests, or comments on an archived repository, but you can still fork archived repositories—allowing development to continue elsewhere for archived open source projects.

To archive a repository, go to your Repository Settings Page and click Archive this repository.

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from : [quote=“Tim-C”, post:1, topic: 784191]
We will be taking the public ScriptableRenderPipeline repository offline for backup for the next few days to ensure that we do not lose any data.
Any chance we get the old repo back as read-only as well? That offline for backup turned out to be quite permanent and now new Graphics repo had a really short life-span. There’s a ton of history on the original SRP repo.


@ali_mohebali sad day. all those commits. all those cares. :(


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I'd like to add to here that it's not only Graphics repo that got archived, Unity also archived I don't know if some other repos got affected as well, just noticed PP got the same treatment.

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Like many others, this will impact my day to day workflow immensely.

Any bit of momentum that the SRPs might have got in this last year will be effectively killed by this move.


It's just Graphics and PostProcessing that got archived so far.

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Unity has become down right hostile towards those of us trying to keep shaders running in URP/HDRP - I'm pretty sure they are actively trying to make it harder for us, hoping we'll switch over to a shader graph or move to other engines. I used to have some faith that the graphics team meant well, but had just taken some wrong turns- but that's pretty much eroded by this point. I had a meeting with Natasha in August, and it was a lot of promises of getting some plans to me and being available if I had questions or concerns, and the plans never materialized and emails have gone un-answered. There was also a ton of hand waving in that meeting about why having a shader abstraction was "hard", and I believed about none of it- talks of changing shader languages, mesh shaders, etc, somehow making it impossible to abstract away what is effectively two functions the shader graph writes already. I suspect the entire thing was just to try to make SRPLife go away, but the thing that makes that go away is NOT consistently making it worse and not communicating with anyone about anything.

The page of "Upgrade notes" doesn't cover half the changes, and basically is written by someone expecting you to already be familiar with every detail of their shader stack, not something that actually helps you fix the practical issues you run into. For instance, I recently updated MicroSplat HDRP to compile under 2020.2's version of HDRP, and the actual compile errors I hit were not in the notes at all. Meanwhile, I suspect it's a week or two of work to actually finish the job, if not more.

Unity keeps proving over and over that they simply do not care about these issues. They come out once every six months and say a lot of words to try to calm things, but they have not followed any of it up with actual action, nothing is being done, and nothing is likely to be done. I'd love to be wrong on this, but I'm doubtful.


This is the worst way to announce things like this.


I don't like this at all. What boons does it even bring? I liked it being publically visible on github.


Can't say I'm too happy about this, not at all in fact. This amounts to a blow to asset store publishers, who are most required to stay ahead of breaking changes. The PR list allows us to peer into current development beyond what the rather simplistic roadmap offers.

I can honestly only accept this decision if it brings forth a new communication strategy, where we can expect detailed changelogs and upgrade guides between versions. But given how this hasn't improved, despite being promised time and again over the past two years, I'm far from optimistic (please prove me wrong!). Ever since SRP landed we've been required to piece together all kinds of information based on the repo as the only alternative, which we're now being robbed of.

Hopefully the blog post will shed some light on this.


I really don't understand who benefits from this? It seems like a lose-lose situation. I'd really love to know the reasoning behind this decision, I'm only imagining it as a scene from Ryan George's Pitch Meeting. I hope we find that out in the blog post.


Hiding repository means that unity guys don't want the community to see the changes. This can means:
1 wipe HDRP/URP and make new one GoodRP
2 $$$ for repository access
3 hide that some features sit in PR for years and don't release