Introducing the new URP 3D Samples We are excited to share with you the brand-new 3D Sample for the Universal Render Pipeline! We have created 4 vignette environments with different art styles, rendering paths, and scene complexity, to represent the great variety of 3D projects built with URP. This sample targets a wide range of platforms, from mobile devices, to consoles and PCs, as well as VR headsets. We wanted to make a visually engaging experience to showcase the customizability and scalability of URP, while taking into account the many hardware limitations that impact cross-platform development. Let’s take a look at the different environments we created! Terminal Recommended minimum configurations: iPhone 6S or similar This environment takes inspiration from various modern museums, airports, and sci-fi architecture designs. In particular, this scene takes advantage of physically-based materials and the GPU Lightmapper to offer a realistic rendering. In the main outdoor area, a large platform surrounded by water lets you review your assets in a neutral environment with calibrated lighting conditions. Once on the ramp, you can enter 3 rooms which will teleport you into universes with radically different art styles and platform reach: the Garden, the Oasis, and the Cockpit. To initiate the teleportation, focus on the Unity logo above the teleporting device for a few seconds (requires Play Mode). Garden Recommended minimum configurations: iPhone 6S or similar This scene offers a more stylized rendering, with painterly materials and more organic geometries. Have a stroll in the courtyard of this quiet and nocturnal Japanese building (inspired by Shoin-zukuri style), or visit one of its interiors for a cup of jasmine tea. The Garden scales effortlessly on mobile devices and higher end platforms. It features a modular architectural set relying on the default Lit shader, beautifully crafted vegetation (SpeedTree), interconnected interiors, a gentle water stream meandering across the garden, stylized visual effects, as well as numerous decorative dynamic lights to take advantage of URP's Forward+ (or Deferred) rendering path. Oasis Recommended minimum configurations: iPhone 8 or similar Enjoy the warm glow of the sun setting on this peaceful oasis. Walk down the sandy hill, and you’ll find a traditional Bedouin tent set up for the night. The Oasis targets handheld consoles and higher-end devices, with the use of more complex Shader Graphs for sand, water, fog, and vegetation. This level is an opportunity to demonstrate the ability for URP to reach a higher level of visual quality when the content is tailored for platforms with more performant GPUs. Cockpit Recommended minimum configurations: Meta Quest 2 Jump into this ultra-stylized rollercoaster where your fleet is under heavy attack from an unknown alien faction. You start your ride inside a hangar ship, and quickly realize your armada isn’t a match for the opposing force. This scene is specifically tailored for VR headsets and lower-end mobile devices: it is designed to run at high frame rates, while still featuring beautifully stylized visuals. Furthermore, we offer a custom lighting model to showcase the ease of customizability of URP. Getting started Install Unity 2022.3.12f1 via the Unity Hub Create a new Project and select “3D Sample Scenes (URP)” Click the “Download template” button on the right panel, and click “Create project” The project will load in the Editor. The first important time may take a few minutes. What's next Regularly, we will post updates in this thread to let you know about bug fixes, additions, and major changes. Currently, this sample targets Unity 2022 LTS. After the final release later this year, our objective is to add support for Unity 6, which brings further improvements to URP, such as Render Graph and GPU Resident Drawer. Known issues Build Times: Due to the wide variety of use cases, target platforms, renderers, and features presented in these samples, some URP configurations can result in large numbers of shader variants, which take a long time to compile. To reduce build times, we recommend only building with one Quality Level, a subset of scenes, and toggling VR on or off. We are currently working on optimizing the shader compilation times. First editor run: When opening the editor, navigating the scenes and entering game mode for the first time, many shader compilations will happen. Temporal Anti-Aliasing (TAA): TAA is a set on the camera and is currently not set per quality level. Misc: Changing the resolution at runtime (such as scaling the game view) will cause the screen textures to have incorrect resolution. How to give feedback? Please take a look at the “Known issues” section above, before reporting issues. We invite you to share your general sentiment, ask questions and request help directly in this thread. We also encourage you to experiment with the content of this project and share your findings. Furthermore, we are also interested in the level of performance you are getting on your devices. This may help us to identify performance issues on certain hardware configurations. For bug reports and crashes, we invite you to discuss them in this thread as well. However, we may ask you to also formally report bugs that aren’t trivial for us to reproduce. Thank you!