With the 2021.2 release, package samples are coming to URP.
We want to grow the sample collection as features are added and also want to make sure we include samples for the workflows that you are struggling with.
If you have any thoughts on what you would like to see in the package samples please reply in the thread.
Maybe you’ve been wondering how to do some cool effect in URP or maybe you would like to see some specific API in action. Anything goes!
I personally always struggled with effects like ripples on puddle from footsteps or trails on snow etc. where you need to inject some data to the render texture. Would love to see an example of this in URP
Personally I’d like to see an example of a procedurally generated environnement: advices on how to handle lighting in such a scene; can we use realtime global illumination? If so, how do we tie precomputed lightmaps together?; are there optimisations to do regarding Light Probes?; is volumetric lighting achievable?; tips & best practices in general would be useful.
Otherwise, even though that might be too specific, I’ve always wondered how the custom depth of field effect was made in the remake of Link’s Awakening (the blur effect is not two parallels lines, it seems they take the ground height into account).
Effective batched rendering for low-middle end mobiles (with vulkan support) without static batching
Best practice how to render i.e. small town from constructor using:
gpu instancing
srp batcher (and how to use it so it will not exceed mali varyings limit)
effective use of texture arrays to lower batches count
one batch instancing to render many submeshes of one mesh in different places and material overrides using gpu instancing. Like Static batching but without static batch. This way we can make mesh with submeshes of all city constructor parts and draw all buildings in 1 batch because it uses one mesh, one shader, one material with texture arrays, unique transform per instance and unique material overrides per instance. But how to correctly and effectively do this in URP?
how to use TextureArrays for lightmaps to lower batches count
how to create good looking visual without lightmaps for low-middle tier mobiles
how to create optimal city (location) mesh constructor for all this
edit: actually it is DrawInstancedIndirect, MultiDrawInstanedIndirect use in Unity for efficient draw many pieces of city constructor
Just curious. Will you ported Lens Flare Sample from HDRP to URP?
I can’t find Lens Flare Sample from URP package, but I found some samples from HDRP package.
Just tried and found it is compatible to URP.
@lilacsky824 Yes there will be Lens Flare samples in URP as well. It might not be the exact same presets though as we want to keep the amount of textures (file size) to a minimum.
Hey @Onigiri I took your idea and made this sand trail effect. The sample will come with 21.2. It uses a custom renderer feature and an orthographic camera to render a trail map inside the boundaries of the sand box. Hopefully it’s useful for leaning some URP intricacies
I really like the 3D Skybox camera stacking example. Its a good use of the stencil buffer.
Is it possible to get it to work with transparent objects though?
As the base camera writes each pixel to the stencil buffer (even the transparent ones) the background will not be rendered behind any transparent objects. E.g. particle quads stamp huge squares out of the background.
I even tried this kind of setup:
But this way the background is drawn on top of the transparent base objects.
This also has the downside that all transparent shaders are invisible in scene view now as the MainCamera is not drawing the transparent objects and the scene camera seems to mirror the main camera in this regard.
Ok the 3 renderer approach actually works for transparent stuff. You just have to make sure to use the same near and far planes as the depth buffer of previous cameras will be interpreted incorrectly otherwise
Can all of the URP Package Samples be updated to account for the “New” Input System? It’s annoying to open the samples and be met with warnings/errors about the old input system is being used for the scripts used in the examples.