We’re very happy to announce the availability of the Unity 2022 LTS version of the deep-dive technical e-book The Universal Render Pipeline for advanced Unity creators.
There are new additions and changes for areas like applying decals, URP quality settings and converters, comparing rendering paths to include Forward+, Full Screen Shader Graph including custom post-processing, LOD Crossfade, the SubmitRenderRequest API, and much more.
Along with the e-book, you can also watch our new video walkthrough of the recently released URP 3D Sample.
==== original Unity 21 LTS version ====
We just released the new e-book, Introduction to the Universal Render Pipeline for advanced Unity creators.
It contains over 125 pages of deep foundational knowledge on URP settings and features written and reviewed with the URP team at Unity based on Unity 21 LTS. This book is particularly helpful to learn how to move your projects from the Built-in Render Pipeline to URP. It comes with examples and follow-along projects and tutorials.
The custom shader conversion process from Built-in Render Pipeline to URP
Built-in Render Pipeline vs URP lighting falloff and attenuation
Camera light limits when using the URP Forward Renderer
Ambient or Environment lighting
Shadows, Shadow Cascades, and additional Light Shadows
Light Modes, Light Layers, Light Probes, and Reflection Probes
Lens Flare and Light Halos
Screen Space Ambient Occlusion (SSAO)
We hope you find this guide useful! If you think something is missing or could be improved - do let us know in this thread, and we could add it to the next edition of the guide.
Also, make sure to visit our website to discover more e-books and other learning content.
We also created 2 new video tutorials to complement the URP e-book
These video tutorials will take you through the same instructions as in the e-book, with a Unity project for you to follow, one step at a time.
In Converting custom shaders to URP, you’ll explore ways to perform on legacy shaders as part of the upgrading process. See how to convert a custom unlit Built-in shader to URP within an actual Unity project.
In Three ways to use URP Renderer Features, we show you three practical exercises using Renderer Features in the URP: how to create a custom post-processing effect, stencil effect, and characters occluded by their environment.
Just wonderful. I mean both the documentation - I really look forward to reading it and after skimming over it: really nice job, very well done! And the first comment.
URP’s functionality is very limited due to it’s horrible shader compilation mechanism.
I don’t recall built in rendering had such issue with compilation.
All the nice features seem nice, but you always remember you are entering a mine field in the compilation times.
Can big games even be made with Unity, without having compilation times of many hours/days?
Those long shader compilation times are only until the shades are cached. It’s really not bad in terms of day to day work, and even for continuous integration scenarios you can keep the cache if you setup your pipeline carefully.
I’ve just been skimming this - didn’t even realize we could have convex mesh volumes for post processing! Great to see these kind of resources and hope to see more. Also, a page on the Unity website dedicated to a listing of official ebooks or manuals covering specific topics A-Z/comprehensively would be welcome (if there isn’t one already).
@eduardooriz Do you have or consider an ebook or larger tutorial for shadergraph (in combination with URP). I would love to be able to learn more in depth about that, where youtube mostly only has specific shader tutorials.
Just a nit-pick, in the post-processing section it says: Post-processing can weigh heavily on your processor… Some filters are less processor intensive
I don’t know about everyone else, but to me, processor = CPU, so that should probably explicitly say GPU instead.