Universal RP Status

Current releases
7.4.1 for Unity 2019.3.2f1 and newer
Fixed high priority issues:

Important changes:

  • Added the option to specify the maximum number of visible lights. If you set a value, lights are sorted based on their distance from the Camera

  • The number of maximum visible lights is now set to 32 if the platform is mobile or if the graphics API is OpenGLCore, otherwise it is set to 256

  • The 2D Renderer now supports camera stacking

Full changelog:

8.1.0 for Unity 2020.1.0a23 and newer
Features:

  • If Unity Editor Analytics are enabled, Universal collects anonymous data about usage of Universal RP
  • Optimized the 2D Renderer to skip rendering into certain internal buffers when not necessary

Fixed high priority issues:

Full changelog:

Next releases
Roadmap: https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/tabs/3-universal-render-pipeline-previously-lwrp

Current high priority issues to fix
Multiple Spotlights affect each other’s shadows when close to each other
Shadow quality changes when more lights are visible by the camera

Depth Texture is flipped for game view when enabling HDR or MSAA
Camera Stacking not working on Android and iOS when using MSAA
Sorting Fudge does not sort particles when Shader Graph and URP shaders are used
Dynamic Resolution Rendering error when using Depth of Field in URP

12 Likes

I’m on 2020.1.0a22 (latest available on the Hub) but it’s still 7.2.0 and not 8.0.0, and I have to unfold the “all version” dropdown to see it. The icon doesn’t show that it’s available, nor the update button.

Is it normal ?

Thank you, Multi-Pass is now rendering in both eyes but the camera jitter is still there. The jitter was not there when only one eye was rendering (Left Eye-MultiPass with URP 7.1.8). Unfortunately the multi-pass and multi-view are both jittering. (Unity 2019.3.0f6)

Sorry! 8.0.0 package is not there yet. Please use the 7.2.0 package on 2020.1 for now

Hi! Could you report this issue please?

Sure, I had already reported issue with 7.1.8 two weeks ago. The same issue continues with 7.2.

Looking forward to trying out 7.2.0.

I notice that the linked project roadmap seems very out of date - camera stacking is “roughly six months” away, the roadmap doesn’t look that much different to how it looked last year. Might be nice to get an update for that, so we know what’s coming next!

hey Matt, thanks! The roadmap is now updated

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Do Unity 2019.3 - 4LTS will get updates of URP or development and support for 2019.3 stopped now and only small bug fixes will arrive?

In other worlds. Do URP package will support older(LTS) Unity Versions like all asset store packages do?

We are aligning with Release Management to reach agreement on how to push work to 2019 LTS. We want to at least have a 7.3 package with additional features.

In terms of LTS we will support 2019 LTS and forward only.

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Multipass renders in both eyes now, but both multivew and multipass are both thousands of OpenGL errors per frame “nobody can dev, let alone release using this” kind of broken. There isn’t even a fallback to a version that works. It’s this or back to Built-in. Is there an ETA for these issues or a priority queue? Would be nice for this to work before new features get added that can’t be used until the fundamental issues are resolved.

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Could you get volumetrics in URP?

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In https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/universalrp-builtin-feature-comparison.html comparison table, it says in research and I guess it’ll probably come with 2020 LTS.

Are you facing the same jitter in Multi-Pass as well now that you were facing in Multi-view?

Thanks for clarify :slight_smile:

Since you actually make separate version of package for each Unity Version I suggest to use Unity versions in packages to clearly indicate this.

e.g.
URP 6.5.2 → 2019_2.5.2 → 19_2.5.2 → 192.5.2
URP 7.1.8 → 2019_3.1.8 → 19_3.1.8 → 193.1.8
URP 8.0.5 → 2020_1.0.5 → 20_1.0.5 → 201.0.5

Yep. At some point Multipass was buttery smooth, but only in one eye, and now it’s jittery.

Queue James Franco: Fixed, but brokeeeen, but fixed! But still broken!

same here!

It is just that the camera is rendering too many objects at once which is why the jitter is caused. If you keep very few objects infront then the jitter won’t be there. Unfortunately there is no solution for this.

I believe this issue is an error with XR SDK and we have reproduced it here using Oculus XR SDK v1.1.5. I have verified it is fixed in master version of that (v 1.2.0). I’m unsure of the backport status of this however.

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Do you know when 1.2.0 is going to be made available as a package? Where can we pull 1.2.0 master to test?