Performant and Energy-Efficient Rendering with Render Graph and On-Tile Post Processing for Untethered XR in Unity 6.3

Hi :slight_smile:

As mentioned in the Unity 6.6 post, URP now also adds support for reading the current pixel’s depth directly from GPU memory on supported graphics APIs, which can reduce memory bandwidth for effects such as on-tile fog and depth-based smoke.

Please feel free to provide feedback about it and tell us more about your use cases for this feature.

3 Likes