Just upgrade the materials and find proper settings for light source's intensity URP is very similar to the built-in pipeline technically Tips: - You can find built-in Quality settings inside URP Asset - Check the default color space (URP is linear and built-in is gamma) - URP is designed for new devices(even low-ends). Old mobile devices needs built-in pipeline to have better performance - Use Lit shader as Standard and Simple Lit as Diffuse/Specular shaders
Just upgrade the materials and find proper settings for light source's intensity Upgrade light also ? - You can find built-in Quality settings inside URP Asset What that mean ? - Check the default color space (URP is linear and built-in is gamma) I have to change it ? - Use Lit shader as Standard and Simple Lit as Diffuse/Specular shaders I have to manual change ? What that change ? What is different with built in ?
__________________________________________ When you are using built-in pipeline , most settings are available in the Edit->Project Settings->Quality window. When you want to switch to the URP, you can find them inside URP asset's inspector __________________________________________ When you are using built-in pipeline, the default color space is Gamma from Edit->Project Settings->Player window So when you want to switch to the URP, the default color space is Linear. So you must update your post processing settings and light settings to match with the Linear color space __________________________________________ There is not difference between Standard and Lit shader. Only some settings are renamed __________________________________________ Sometimes the light's intensity is not match when you switch to the URP. So you needs to manually update them
So when you want to switch to the URP, the default color space is Linear. So you must update your post processing settings and light settings to match with the Linear color space Where i do that ? Sometimes the light's intensity is not match when you switch to the URP. So you needs to manually update them Where i do that ? URP have better optimization ?
Depends on the hardware, your chosen feature set and if you're using DOTS. I mean, it's always a complex answer. But if you have a regular game and are on modern hardware, are prepared to tweak settings it should always be fine vs Built-in.
It really depends on the project, what hardware is targeted, if you are using different materials or all shared material. Build in can be faster on some older devices.
So i need to use: https://docs.unity3d.com/Packages/c....universal@12.1/manual/universalrp-asset.html instead of https://docs.unity3d.com/ScriptReference/QualitySettings.html ? And redo my code for set the settings ? Code like: QualitySettings.antiAliasing = 2; will not work anymore ?
Yeah it means you'll have to learn how to use it. That's beyond the scope of this thread though. It's covered in the URP documentation how to do various things in it.
Do you suggest me to have multiple render pipeline or only one ? Like i want quality presset LOW, MEDIUM, HGIH, etc. Or i custom this presset in code for assign to the unique pipeline i have ?