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Official New free e-book: Introduction to the Universal Render Pipeline for advanced Unity creators

Discussion in 'Universal Render Pipeline' started by eduardooriz, Aug 17, 2022.

  1. eduardooriz

    eduardooriz

    Unity Technologies

    Joined:
    May 28, 2018
    Posts:
    56
    Hi everyone,

    We just released the new e-book, Introduction to the Universal Render Pipeline for advanced Unity creators.

    It contains over 125 pages of deep foundational knowledge on URP settings and features written and reviewed with the URP team at Unity based on Unity 21 LTS. This book is particularly helpful to learn how to move your projects from the Built-in Render Pipeline to URP. It comes with examples and follow-along projects and tutorials.

    >> DOWNLOAD IT HERE <<



    A few topics we cover:
    • The custom shader conversion process from Built-in Render Pipeline to URP
    • Built-in Render Pipeline vs URP lighting falloff and attenuation
    • Camera light limits when using the URP Forward Renderer
    • Ambient or Environment lighting
    • Shadows, Shadow Cascades, and additional Light Shadows
    • Light Modes, Light Layers, Light Probes, and Reflection Probes
    • Lens Flare and Light Halos
    • Screen Space Ambient Occlusion (SSAO)
    We hope you find this guide useful! If you think something is missing or could be improved - do let us know in this thread, and we could add it to the next edition of the guide.

    Also, make sure to visit our website to discover more e-books and other learning content.


    Circuit Superstars by Original Fire Games, made with URP, published by Square Enix Collective, for console and PC
     

    Attached Files:

    Last edited: Aug 18, 2022
  2. eduardooriz

    eduardooriz

    Unity Technologies

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    We also created 2 new video tutorials to complement the URP e-book

    These video tutorials will take you through the same instructions as in the e-book, with a Unity project for you to follow, one step at a time.

    In Converting custom shaders to URP, you’ll explore ways to perform on legacy shaders as part of the upgrading process. See how to convert a custom unlit Built-in shader to URP within an actual Unity project.



    In Three ways to use URP Renderer Features, we show you three practical exercises using Renderer Features in the URP: how to create a custom post-processing effect, stencil effect, and characters occluded by their environment.

     
    Last edited: Aug 17, 2022
    Castorr, DevDunk, AljoshaD and 4 others like this.
  3. CodeSmile

    CodeSmile

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    Just wonderful. I mean both the documentation :) - I really look forward to reading it and after skimming over it: really nice job, very well done! And the first comment. :rolleyes:
     
    eduardooriz and EagleG like this.
  4. kripto289

    kripto289

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    Yes! Simple documentation after 3 years of URP release it's "really nice job, very well done!"
     
    Reahreic and funkyCoty like this.
  5. Claytonious

    Claytonious

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    This kind of content is very much appreciated and it's helpful. Thank you!
     
    eduardooriz likes this.
  6. ClosingTime

    ClosingTime

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    URP's functionality is very limited due to it's horrible shader compilation mechanism.
    I don't recall built in rendering had such issue with compilation.
    All the nice features seem nice, but you always remember you are entering a mine field in the compilation times.

    Can big games even be made with Unity, without having compilation times of many hours/days?
     
  7. Claytonious

    Claytonious

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    Those long shader compilation times are only until the shades are cached. It's really not bad in terms of day to day work, and even for continuous integration scenarios you can keep the cache if you setup your pipeline carefully.
     
  8. adamgolden

    adamgolden

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    I've just been skimming this - didn't even realize we could have convex mesh volumes for post processing! Great to see these kind of resources and hope to see more. Also, a page on the Unity website dedicated to a listing of official ebooks or manuals covering specific topics A-Z/comprehensively would be welcome (if there isn't one already).
     
    eduardooriz likes this.
  9. eduardooriz

    eduardooriz

    Unity Technologies

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    Thanks for the nice feedback, we are working on one, in the mean time you can find the other ebooks here:

    Download links
    1. Optimize your game performance for mobile
    2. Console/PC game perf. optimization guide
    3. Unity Gamedev Field Guide
    4. Optimize Your Mobile Game Performance
    5. Version control and project organization best practices for game developers
    6. Unity for Technical Artists: key toolsets and workflows
    7. 70+ tips to increase productivity with Unity LTS 2020 (2020 LTS edition, 21 LTS ed. coming out soon)
    8. HDRP Definitive Guide to Lighting (2020 LTS edition)
    9. Game Designer Playbook
    10. 2D Game Art , Lighting and Animation
    11. Ultimate Guide to Profiling
    12. HDRP Definitive Guide to Lighting (2021 LTS edition)
    13. Introduction to the Universal Render Pipeline for advanced Unity creators
      ... many more coming soon
     
  10. Thimo_

    Thimo_

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    Aug 26, 2019
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    @eduardooriz Do you have or consider an ebook or larger tutorial for shadergraph (in combination with URP). I would love to be able to learn more in depth about that, where youtube mostly only has specific shader tutorials.
     
  11. FlorianBernard

    FlorianBernard

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    That's great. Thank you!
     
  12. nasos_333

    nasos_333

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    Nice to have, is there a github page with the samples ?
     
  13. eduardooriz

    eduardooriz

    Unity Technologies

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    We have a VFX Artist ebook coming out soon, it's a very advance look into VFX Graph and Shadergraph, not URP specific, but it should still be helpful, if you wanted to get notified when it goes out: https://create.unity.com/definitive-guide-to-creating-advanced-visual-effects
     
  14. eduardooriz

    eduardooriz

    Unity Technologies

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    Yes the links are in the book, you can download them from there, for the videos, check out the video description on youtube
     
    nasos_333 likes this.
  15. nasos_333

    nasos_333

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    Great, thanks :)
     
    eduardooriz likes this.
  16. Thimo_

    Thimo_

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  17. GoGoGadget

    GoGoGadget

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    Thanks for this!

    Just a nit-pick, in the post-processing section it says:
    Post-processing can weigh heavily on your processor... Some filters are less processor intensive

    I don't know about everyone else, but to me, processor = CPU, so that should probably explicitly say GPU instead.