While working on Universal Render Pipeline for 2019.3 we developed an integrated post-processing stack that is better coupled with the pipeline. This allowed us to deliver several performance improvements in the pipeline. The new stack also supports new effects like Camera Motion Blur and the Volume Framework.
Earlier this year we decided to drop support for PPv2 in URP in favor of this new integrated post-processing stack. However, the new stack is currently missing a very important feature for users: custom post-processing.
Over the past months we have received several pieces feedback about this decision. Lack of custom post-processing is perceived as a regression from PPv2. Major concerns were also raised about the timeline of the PPv2 deprecation in URP and the lack of support for all custom post-processing effect written for that stack.
Based on this feedback, we decided to add support to PPv2 in URP as a fallback mode in 2019.4 LTS. This way developers will have a choice to still keep using PPv2 for the next 2 years in LTS and we will remove support for PPv2 in UPR in 2020.1 instead.
If you have PPv2 package installed, there will be an option to select PPv2 stack from the pipeline asset. It works the same way as it used to work in LWRP and with the same limitations (no support for Ambient Occlusion, Temporal Anti-aliasing and Motion Blur).
I’m only using Unity a couple of months but it seems that this kind of decisions (deprecating PPv2) without consulting the game developers are more frequent then reasonably acceptable.
Every deprecation should be first discussed openly with the devs, pros and cons properly weighted and given ample time for us to prepare for any expected breaking change.
PPv2 works on 2019.2.
Doesn’t work on 2019.3.
will work on 2019.4.
will not work in 2020.1.
This is just a joke.
will there be custom PP in URP builtin PP in 2019.4?
Why wait until 2019.4 LTS? Wasn’t the point of moving to packages so that you could ship upgrades to things like URP without having to wait for major releases?
We just moved our full development away from PPV2 to URP PP in 2019.3. So the most important thing to get is the URP Custom Post Processing added to the Unity 2019.4 LTS release, at latest. We have done all he migration and the development in preparation for URP so will be in waste if no URP Custom Post Processing is supported for 2019.4 LTS. PPV2 in 2019.4 LTS is not really what we need. And all the Asset Store developer are in need of getting the Custom Post Processing for URP in 2019.4 LTS to be able to support crucial functions. Custom Post Processing is mandatory for almost every game development and I doubt any game developer will launch any game with URP if they will be pushed to 2020.1 (simply to risky to not be on a LTS release now with URP). @Chman can you please confirm the strategy? Thanks
I love the integrated post-processing stack, it’s much better, I hope you aim for feature parity with HDRP, oviously not quality parity, but at least having the same effects.
Thanks for leaving v2 in there, until v3 has feature parity
Still unclear to me:
1: Is custom post processing still going to work in v3 and and when
2: A way to transfer settings from v2 to v3 ( close enough )
And by adding it to 2019 URP I think you should keep it in 2020 too, so people can choose what to use, and still have time for the v3 custom effects to be developed
I’m curious as to if Unity has observed a regression in PPV2 with URP in XR sometime after 2019.1? In LWRP 4.x (2018.3/4) Single-Pass Stereo was supported in PPV2 but now it appears to be hard-coded to fall back to a Multi-Pass, resulting in a performance hit. I’d be happy to elaborate if anyone would like.
Hey everyone,
As I’m quite new to the URP team I’ve had to ask around to get details and I hope I can answer some of the main questions you’ve put here.
When we decided to move to integrated post processing we were following the model that was used by HDRP. Their solution seems to be getting fantastic feedback and we wanted to follow in a similar direction. Having a deeply integrated post stack allows for better hardware level performance as we can make more assumptions and tightly integrate the post with the universal pipeline. Looking at the performance of V2 vs the integrated it is clear that V3 is the winner here. Unfortunately changing the post this late in the process with no clear upgrade path from v2 to integrated has left a number of users in a bad place. Integrated is still lacking some features that are in V2 and didn’t have a clear upgrade pathway.
We realize that this puts a number of people in a bad place and want to address this before 19.3 is officially released and this is feedback we have heard and have actioned on during the Beta period. We are committed to not removing PPv2 until integrated meets the needs that you currently have. We also want to ensure that there is a window where both integrated and v2 are supported so that you can migrate your projects in a better timescale.
To be clear PPV2 will work on URP 19.3 with the package we are producing, and we will be adding custom post to the integrated stack ASAP.
It will come, no hard ETA but it will land as soon as we can make it happen.
We will be looking closely at seeing if we can do some tooling to help with this
Is there bug ID for this?
Looking at the bug history this is being processed it seems to happen only on some devices and our QA is trying to narrow this down. It’s being investigated
Once again, we really value your feedback here. It’s the reason we are adding PPv2 back in for a period so that we can better serve your projects and not desert you with tech you can’t use. We really need your feedback on these issues and want to ensure you can make the best games and projects you can. Please stay vocal about URP it’s really important to us to make it awesome.
@Elvar_Orn Will the URP post stack provide an effects master node for support with Shader Graph?
Will you take feedback while developing custom effects? on Github maybe.
When we get to developing the post fx master nodes we will happily take feedback
How exactly we’ll do that I’m not sure (forum/github/…) but I’ve just added a task to myself to figure that out with the ShaderGraph & PP teams once we’re underway…
I was planning to skip 2019 and go straight to 2020.1 as there are important things in 2020 that I need. ( Like this: [#244]( Bug: 4GB limit to Textures in standalone build page-5#post-5300130) larger than 4GB files on 64bit)
Currently on 2018 and default renderpipeline.
I have many custom post effects for v2 and would love it If they still can be used in URP 2020.
Until there is custom post effects for 2020 and some time had passed for asset store creators to upgrade to v3 custom effect I think its a miss not to have it in 2020
And this pushes me go back to default render pipeline again. because at least it’s not changing.
I’m not a programmer so I won’t write any post effects myself and therefore rely on asset store or GitHub.
//To be clear PPV2 will work on URP 19.3 with the package we are producing, and we will be adding custom post to the integrated stack ASAP.
Hi, can you confirm that the integrated URP PP with custom post processing will be ported to 2019.4 LTS, this is super critical question for us for our launch? Thanks
I shall find out (Placed it at the top of my todo list) but now the Holidays are coming so I don’t expect to be able to give you an answer until January. I hope that’s okay.
Hey! I would definitely appreciate an answer on custom URP PP as well when you’re back from the holiday.
I feel like this should be a priority feature. URP is extremely lacking, potentially not usable for some, without it.
From what I’ve gathered, currently the only solution for custom PP is to do a custom render pass?