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the essential Guide to the universal
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render pipeline unity's Universal render
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pipeline urp is a Modern Performance
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Focus rendering system designed to
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deliver high quality visuals across a
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wide range of platforms from Mobile to
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consoles starting with unity 6 it's Now
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the default render pipeline it replaces
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unity's built-in pipeline offering
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better performance scalability and
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streamlined workflows urp is optimized
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for realtime lighting shadows and
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effects it supports Shader graph a
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visual tool for creating custom shaders
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without coding making it beginner
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friendly with scalable quality settings
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urp ensures consistent Graphics across
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devices making it ideal for developers
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seeking a balance of performance and
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visual fidelity especially for mobile VR
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and lightweight projects in this video
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you'll discover the essentials of
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creating games and apps using this
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Pipeline and we'll look at the most
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commonly used shaders available when
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using
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urp the different render paths you can
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use Shadows Global
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illumination postprocessing and renderer
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features a versatile way to take control
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of the final rendered image
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along the way you'll find out where to
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find the main settings you'll need to
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tweak to get your project looking great
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on a desktop while still performing well
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on a relatively low-end mobile there's a
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lot to learn so let's get
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started starting a new urp project when
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you're starting a new project you can
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use one of the templates for an easy
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preconfigured setup simply open the
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unity Hub make sure you have Unity six
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installed select new project set the
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project name and location on your hard
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drive select the template Universal 2D
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or Universal 3D depending on the type of
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game you're developing press create
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project and after a short time Unity
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creates the project and downloads the
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necessary
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packages this video is a guide to the
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essentials for urp if you need more
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detail then take a look at the unity
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ebook an introduction to the universal
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render pipeline for advanced
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creators Universal render and urp asset
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any project using urp has two files that
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Define most settings a universal
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renderer data object and a urp asset
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object often your project will have
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multiple renderer and urp asset files
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before we look at the set for these
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objects let's review how in the editor
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the platform chooses which urp asset
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it's currently active it can be
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frustrating for developers new to urp to
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change settings yet see no changes in
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the game window invariably this is
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because the urp asset displayed in the
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inspector window is not the one being
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used to render the game view the active
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Universal render pipeline asset is
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selected via the active quality setting
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or Graphics default render pipeline
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asset you'll find the quality and
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Graphics panels using edit project
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settings an asset selected as the active
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quality setting will be prioritized over
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Graphics default render pipeline asset
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to viewer seen via the asset shown as
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Graphics default render pipeline asset
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make a Dev quality setting and set the
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render pipeline asset as none choose
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this as the active quality setting then
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the asset used by The Game and scene
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windows will be the one selected as
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Graphics default render pipeline
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asset a 3D project created from the
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universal 3D template will have a PC RP
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asset and a mobile RP asset there are
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just two quality settings mobile and PC
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and PC is selected by default
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settings for the universal renderer
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let's break down the universal renderer
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settings firstly the filtering section
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this is where you decide what layers
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your renderer will draw you can limit
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what's rendered using layer mass for
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opaque and transparent
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objects next we have the rendering
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section with options that control how
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your scene is drawn using the rendering
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path dropdown you can choose between
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different render paths more about these
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in a minute with forward and forward
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plus rendering paths there's a depth
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priming mode
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dropdown this setting optimizes
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performance by reducing pixel Shader
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executions you have three modes disabled
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meaning depth priming off
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also Unity performs depth priming only
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when a render pass requires a depth
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prepass and forced depth priming is
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always on but keep in mind this has an
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upfront performance cost note that depth
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priming doesn't work when multi- sample
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anti-aliasing msaa is
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enabled if you using the Deferred
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rendering path the accurate G buffer
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normals option lets you enable a more
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precise though resource intensive method
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for normal encoding and
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decoding it's perfect for improving
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visual quality in high-end projects
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depth texture mode setting defines when
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urp copies the scene depth into a depth
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texture after aaes copies the depth
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after rendering opaque objects after
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transparents copies it after rendering
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transparent objects great for mobile
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optimizations it can save significant
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memory bandwidth especially when msaa is
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enabled Force preat
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uses a depth pre pass to generate the
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depth texture from
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scratch the shadow section is next here
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you can totle transparent reive Shadows
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which determines whether transparent
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objects in your scene can receive
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Shadows this setting is helpful when
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working with materials like glass or
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water that need to interact
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realistically with light and
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Shadows the postprocessing section
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has a check box to enable or disable
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post processing for the renderer once
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enabled you can manage specific post
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processing effects using volume profiles
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but more about this
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later now onto the override section at
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the time of recording this just has an
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option for stencil by enabling this
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checkbox the renderer processes values
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in the stencil buffer you can use bits Z
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to three of the stencil buffer for
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custom effects giving you up to 15
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stencil indices to work with this is
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great for advanced rendering techniques
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like masking or
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outlining the compatibility section
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contains options to help maintain
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backwards
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compatibility the intermediate texture
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dropdown has options also leaving urp to
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decide whether rendering via an
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intermediate texture is necessary
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and always which forces rendering via an
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intermediate texture while this option
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ensures compatibility with renderer
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features that don't declare their inputs
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it can significantly impact performance
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on some platforms the intermediate
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texture setting is useful when working
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with older Hardware or specific
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rendering
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workflows and finally we have renderer
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features this section lists all the
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custom features assigned to the selected
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renderer you can add features like the
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built-in render objects feature or even
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your own custom renderer feature well
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more about this
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later settings for the urp asset the
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asset you set in the quality or Graphics
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panels of project settings is a urp
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asset not a universal renderer if you
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select a urp asset in the editor the
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inspector will show it having many
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settings the full list of all the
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settings is given in the manual there's
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a link in the description here we'll go
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through the most important the settings
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are divided into blocks first is the
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rendering block which controls the core
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part of the pipeline this has a renderer
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list often with a single entry it's a
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list of universal renderers only a
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single renderer is active at any one
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time the one set as default depth
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texture enables urp to create an
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underscore camera depth texture urp then
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uses this depth texture by default for
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all cameras in your scene you can
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override this for individual cameras in
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the camera
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inspector opaque texture enable this to
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create an underscore camera opaque
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texture as default for all cameras in
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your scene this works like the grab pass
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in the built-in render
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pipeline the opaque texture provides a
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snapshot of the scene right before urp
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renders any transparent meshes you can
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use this in transparent shaders to
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create effects like frosted glass water
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refraction or heat waves you can
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override this for individual cameras in
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the camera
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inspector GPU resident draw
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automatically uses the batch renderer
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group API to draw game objects with GPU
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instancing often improving
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performance with GPU resident draw set
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to instance you'll see an option to set
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GPU occlusion calling this lets Unity
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use the GPU instead of the CPU to
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exclude game
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objects and the next block is the
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quality settings that control the
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quality level of the
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urp this is where you can make
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performance better on lower-end Hardware
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or make the graphics look better on
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higher end
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Hardware
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HDR enable this to allow rendering in
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high dynamic range by default for every
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camera in your scene with HDR the
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brightest part of the image can be
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greater than one per Channel this makes
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your lighting look more realistic
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and helps emissive materials add lit
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areas when using Global
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illumination use anti-aliasing msaa to
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soften the edges of your geometry so
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they're not Jagged or flickering in the
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drop-down menu select how many samples
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to use per pixel two four or eight the
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more samples you choose the smoo your
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object's edges
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are the lighting block has the settings
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that affect the lights in your scene if
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there are settings that you know for
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certain you won't use in your game or
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app you can disable them to improve
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performance and reduce build time using
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urp lights split into main light and
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additional lights the main light
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settings affect the main directional
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light in your scene and you can select
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this by assigning it as a sun Source in
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the lighting inspector
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if you don't assign a sun Source the urp
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treats the brightest directional light
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in the scene as the main
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light you can choose between pixel
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lighting and nonone if you choose nonone
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urp doesn't render a main light even if
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you set a sun
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Source memory budget limits the width
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and height of the textures that store
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baked
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illumination which brings us to
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additional wi use this drop-down to
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choose between per vertex per pixel or
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disabled this per object limit slider
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sets the limit for how many additional
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lights can affect each game object Unity
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ignores this setting if you select the
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forward plus rendering path the shadow
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block settings let you configure how
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Shadows look and behave and find a good
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balance between the visual quality and
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performance will come back back to this
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in a minute the post processing block
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allows you to fine-tune Global post
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processing shadows in
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urp the lighting and Shadow groups in
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the urp asset are key to setting up
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shadows in your scene first set the main
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light to per pixel then go to the check
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box to enable cast
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Shadows the last setting is the
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resolution of the Shadow map shadow are
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generally speaking computationally
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expensive and so an example of something
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where you want to balance your artistic
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Ambitions with the tradeoff of
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performance aim to limit Shadow casting
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to a single
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light if you've worked with shadows in
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unity before you know that realtime
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Shadows require rendering a shadow map
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that contains the depth of objects from
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the perspective of the
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light the higher the resolution of this
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sh Shadow map the higher the visual
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Fidelity though both more processing
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power and increased memory are required
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the highest resolution isn't always
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ideal for example the soft Shadows
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option has the effect of blurring the
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map another important setting for the
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main light Shadow is Max distance this
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is set in scene units in this scene the
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poles are 10 units apart with max
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distance set to around 16 units notice
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that only the first pole casts a
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shadow at 50 units all Shadows are in
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View and the shadow Fidelity is
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adequate when the max distance is much
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greater than the visual assets the
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shadow map is being spread over too
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large an area this means that the region
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in shot has a much lower resolution than
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required the max distance proper needs
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to relate directly to what the user can
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see as well as the units used in the
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scene aim for the minimum distance that
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gives acceptable Shadows if the player
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only sees Shadows from Dynamic objects
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60 units from the camera then set
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maximum distance to
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60 Shadow
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Cascades as assets disappear into the
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distance due to perspective it's
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convenient to decrease Shadow resolution
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thereby devoting more of the Shadow map
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to Shadows closer to the camera Shadow
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Cascades can help with this a Cascade
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count of one is likely to give the best
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results for small scenes but if your max
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distance is a large value then a Cascade
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count of two or three will give better
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Shadows for foreground objects as these
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receive a larger proportion of the
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Shadow map you can adjust the start and
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end ranges for each section of the
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Cascade using the draggable pointers or
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by setting the units in the relevant
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Fields always adjust maximum distance to
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EV value that it's a close fit for your
00:16:43
scene and choose the slider positions
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carefully if you use metric as the
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working unit always choose the last
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Cascade to be at most the distance of
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the Last Shadow caster
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additional Light Shadows having sorted
00:17:01
the shadows for the main light it's time
00:17:03
to move on to additional lights mode
00:17:07
enabling additional lights to cast
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Shadows can make a significant
00:17:11
performance hit and should be used
00:17:14
sparingly especially for mobile devices
00:17:18
the additional lights mode for the urp
00:17:20
asset must be set to per pixel while
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this mode can be set to disable per
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Vertex or per pixel only per pixel works
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with
00:17:30
shadows urp does not support Shadows for
00:17:34
additional directional lights remember
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the main light is always the brightest
00:17:40
directional light for additional lights
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with shadows use a point or Spotlight
00:17:46
check the cast Shadows box then select
00:17:49
the resolution of the Shadow Atlas this
00:17:52
is the map that will be used to combine
00:17:54
all the maps for every light casting
00:17:57
shadows and bear in mind that a point
00:18:00
light casts six Shadow Maps creating a
00:18:03
cube map since it casts light in all
00:18:07
directions this makes a point light the
00:18:09
most demanding performance-wise the
00:18:13
individual resolution of an additional
00:18:15
light Shadow map is set using a
00:18:18
combination of the three Shadow
00:18:20
resolution tiers plus the resolution
00:18:23
chosen by the Light inspector When
00:18:25
selecting the light in the hierarchy
00:18:28
window
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setting Shadow type to soft Shadows
00:18:32
enables the Bak Shadow angle slider this
00:18:36
property adds some artificial softening
00:18:38
to the edges of Shadows and gives them a
00:18:41
more natural look a new option in unity
00:18:45
6 is available to switch the soft
00:18:47
Shadows quality between low medium and
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high 3D
00:18:53
shaders When developing a 3D project
00:18:56
using urp the principes shaders
00:19:00
available to the developer are lit
00:19:03
simple lit unlit and complex lit here's
00:19:07
a quick overview of these shaders lit
00:19:10
Shader is a standard physically based
00:19:13
rendering PBR Shader for
00:19:17
urp it supports Global illumination
00:19:20
shadows and
00:19:22
Reflections using this Shader the
00:19:24
developer has the option to use maps for
00:19:27
albo metallic smoothness emission and
00:19:32
normal properties the lit Shader is a
00:19:34
balanced option for most platforms and
00:19:37
suitable for moderate to high quality
00:19:40
visuals use this Shader when you want a
00:19:42
general purpose Shader for materials
00:19:45
giving a realistic render simple lit
00:19:48
Shader this is a simplified version of
00:19:51
the lit Shader for better performance on
00:19:54
low-end devices it's a non-physical
00:19:57
option using blind Fong lighting
00:20:00
calculations it lacks Advanced features
00:20:03
like environment Reflections and
00:20:05
physically based accuracy and is
00:20:08
optimized for mobile and VR that's
00:20:11
devices with limited processing power
00:20:14
used were stylized or graphics
00:20:16
performance is more critical than
00:20:19
realism unlit
00:20:21
Shader this renders objects without
00:20:24
lighting showing only the base color or
00:20:27
Texture it ignores all real time and
00:20:30
bait lighting there are basic color and
00:20:33
texture mapping options from a
00:20:35
performance perspective it's extremely
00:20:38
lightweight as it skips all lighting
00:20:41
calculations use it for flat Graphics UI
00:20:44
elements or very stylized
00:20:47
visuals complex lit
00:20:50
Shader this extends the lit Shader with
00:20:54
Advanced material and lighting effects
00:20:56
for high quality rendering it it add an
00:20:59
isotropy for directionally dependent
00:21:01
Reflections such as brushed metals or
00:21:05
hair it supports subsurface scattering
00:21:08
for translucent materials skin or wax
00:21:11
and it's designed for detailed
00:21:13
physically based rendering needs however
00:21:16
this Shader demands higher computational
00:21:19
power so it's suitable for Mid to
00:21:21
high-end platforms use this Shader for
00:21:25
realistic rendering where fine lighting
00:21:28
details are required and the target
00:21:30
platforms are high quality desktops and
00:21:33
consoles in short use unlit for non-lit
00:21:37
objects simple lit for performance
00:21:40
critical applications or for stylized
00:21:42
visuals use lit for realism with good
00:21:46
performance and complex lit for high-end
00:21:49
detail
00:21:50
rendering by selecting the right Shader
00:21:53
you can optimize performance while
00:21:55
achieving the desired visual quality
00:21:59
render pipeline
00:22:00
converter there are many assets around
00:22:03
that still use shaders from the built-in
00:22:05
render pipeline if this is the case
00:22:08
you'll see them rendered as a flat
00:22:10
magenta color updating the materials is
00:22:13
easy using the render pipeline
00:22:16
converter find it at window rendering
00:22:19
render pipeline converter choose the
00:22:22
material converter and press initialize
00:22:25
and convert the alternative initialize
00:22:29
converters pre-processes the Assets in
00:22:32
the project and shows the list of
00:22:34
elements to convert allowing you the
00:22:37
option to select or clear check boxes
00:22:40
next to the assets to include or exclude
00:22:44
them from the conversion process in this
00:22:47
instance we want all so I chose the
00:22:50
initialize and convert option in short
00:22:52
order your scene will be displayed using
00:22:55
Universal render pipeline shaders
00:22:58
the render pipeline converter can only
00:23:00
convert standard built-in shaders if you
00:23:04
attempt to convert custom shaders you
00:23:06
need to create urp versions of your
00:23:09
custom
00:23:10
shaders there is a link in the
00:23:12
description to a video that will advise
00:23:14
you or take a look at the ebook
00:23:16
mentioned earlier time to think about
00:23:19
render paths the universal render
00:23:22
pipeline offers three main render paths
00:23:26
to suit various performance and visual
00:23:28
quality
00:23:28
needs forward rendering deferred
00:23:32
rendering and forward plus rendering
00:23:35
here's an overview of each using forward
00:23:39
rendering each light affecting an object
00:23:42
is calculated per object and in one pass
00:23:46
this option offers the best performance
00:23:48
for scenes with limited light sources
00:23:51
it's great for mobile devices and VR
00:23:54
were performances of
00:23:56
priority an alternative
00:23:59
is forward plus rendering a hybrid
00:24:01
approach combining aspects of both
00:24:04
forward and deferred rendering for
00:24:06
better
00:24:07
scalability this option uses a clustered
00:24:10
lighting system to divide the screen
00:24:12
into a grid and assigns lights to grid
00:24:16
cells use it for games targeting mid to
00:24:19
high-end devices with many
00:24:22
lights the final option is deferred
00:24:25
rendering a rendering path optimized for
00:24:28
scenes with many realtime Lights by
00:24:31
deferring lighting calculations to a
00:24:33
later stage geometry information albo
00:24:37
normals and depth are stored in G
00:24:40
buffers during the first pass and
00:24:43
lighting calculations are performed in a
00:24:45
second Pass based on this data each path
00:24:49
is tailored for different used cases so
00:24:52
selecting the right one depends on your
00:24:55
Project's Target platform performance
00:24:58
constu straints and lighting
00:25:01
complexity rendering
00:25:03
layers the rendering layers feature lets
00:25:06
you configure certain lights to affect
00:25:08
only specific game objects so you can
00:25:11
emphasize and draw attention to them in
00:25:13
a
00:25:14
scene here are the steps for setting up
00:25:16
rendering layers for a urp project
00:25:20
select the urp asset and in the lighting
00:25:23
section click the vertical ellipses icon
00:25:25
and select Advanced properties a new
00:25:28
setting used rendering layers will
00:25:31
appear under the lighting
00:25:33
section rename a rendering layer by a
00:25:36
project settings tags and layers
00:25:38
rendering
00:25:40
layers the light inspector rendering
00:25:42
section includes a rendering layers drop
00:25:45
down a light can contribute to more than
00:25:48
one layer the new light can cast Shadows
00:25:52
from the scene's main light or from its
00:25:54
own
00:25:55
frustum and lastly select the object
00:25:58
this applies to in the hierarchy window
00:26:01
and then set the rendering layer mask
00:26:04
and there we have a much more visible
00:26:06
object urp also supports camera stacking
00:26:10
and you can find out more in the ebook
00:26:12
mentioned earlier there's a link in the
00:26:15
description Global
00:26:17
illumination Global Illumination in
00:26:20
unity simulates how light bounces and
00:26:22
interacts with surfaces in a scene
00:26:26
creating realistic lighting it ensures
00:26:29
that indirect light that's light
00:26:31
reflected from
00:26:32
surfaces affects the environment making
00:26:35
it more
00:26:36
immersive Unity supports two types of
00:26:39
GI precomputed real-time GI which
00:26:43
dynamically adjusts indirect lighting
00:26:45
during game play and bake GI which
00:26:48
pre-calculates static lighting for
00:26:50
performance GI works with emissive
00:26:53
materials enabling objects to act as
00:26:56
light sources techniques like like light
00:26:58
probes and reflection probes enhance GI
00:27:01
for dynamic objects while visually
00:27:04
impressive GI requires careful
00:27:07
optimization to balance quality and
00:27:10
performance adaptive probe
00:27:13
volumes you can combine baked and
00:27:16
dynamic objects using mixed lighting
00:27:18
mode to achieve the right tradeoff
00:27:21
between optimization and visual quality
00:27:24
if you're new to Unity lighting then I
00:27:27
recommend harnessing light with urp and
00:27:30
the GPU light mapper there's a link in
00:27:33
the description when using mixed
00:27:36
lighting mode it's recommended to also
00:27:38
add probes to your scene light probes
00:27:41
are points in a 3D scene that store
00:27:44
precomputed lighting information
00:27:46
enabling Dynamic objects to receive
00:27:49
indirect lighting and contribute to more
00:27:52
realistic and consistent Global
00:27:55
illumination with unity 6 there are two
00:27:57
options s light probes and the new
00:28:01
adaptive probe volumes
00:28:04
APV the two options solve the same
00:28:07
problem namely allowing Dynamic objects
00:28:09
to move through a scene and be affected
00:28:12
by global
00:28:13
illumination a probe is simply a point
00:28:16
in your scene at design time the global
00:28:19
illumination at this location is
00:28:22
calculated at runtime when rendering a
00:28:25
frame a urp Shader that includes light
00:28:28
in calculations uses a blend of the
00:28:31
nearest probes for Global illumination
00:28:34
values any technical artist who
00:28:37
carefully positioned light probes for a
00:28:39
scene only to find the scene layer has
00:28:42
changed will immediately see the
00:28:43
benefits of adaptive probe volumes for
00:28:47
many scenes you can now place all the
00:28:49
probes in a matter of seconds let's look
00:28:53
at a practical
00:28:54
example first make sure the active urp
00:28:57
asset has a light probe system options
00:29:00
set to Adaptive probe volumes in the
00:29:04
hierarchy window right click and select
00:29:07
light adaptive probe volume set the mode
00:29:11
to Global and accept the default
00:29:13
settings subdivisions of 139 and 27 M
00:29:18
bake the volume by pressing bake probe
00:29:22
volumes the current scene is scanned and
00:29:24
the probes are placed based on the
00:29:26
geometry in the scene probes at their
00:29:29
densest where there is the most
00:29:32
geometry to view the result of the bake
00:29:35
or analysis rendering debugger select
00:29:39
probe volumes and select display probes
00:29:42
to view the different resolutions choose
00:29:45
display bricks for many scenes that will
00:29:48
complete the job and you can head off
00:29:50
for a well- earned coffee break but apvs
00:29:53
provide much more Fidelity and you can
00:29:56
add multiple volumes with different sub
00:29:58
subdivisions to have precise control
00:30:01
over the placement and density of
00:30:03
probes now let's look at Pulse
00:30:06
processing in urp urp uses a volume
00:30:10
framework when adding pulse processing
00:30:12
effects such as the options you see here
00:30:14
Unity 6 includes a default volume it can
00:30:17
be found at project settings Graphics
00:30:20
volume any settings applied here affect
00:30:23
the entire project but can be overridden
00:30:26
by volumes added to
00:30:28
seen another feature that's new to Unity
00:30:31
6 is a volume for the active urp asset
00:30:35
which can also be overridden by volumes
00:30:38
added to a scene as we saw to use
00:30:41
postprocessing the renderer used by the
00:30:44
active urp asset must have post
00:30:47
processing
00:30:48
enabled renderer features if you look at
00:30:52
a universal renderer data asset you'll
00:30:55
see a renderer features section and an
00:30:58
add render a feature button for a basic
00:31:01
urp project you'll see these options
00:31:05
let's have a quick overview of each of
00:31:07
these first up screen space ambient
00:31:10
inclusion
00:31:12
ssao is a pulse processing technique the
00:31:15
effect darkens creases holes
00:31:18
intersections and surfaces that are
00:31:21
close to one another in the real world
00:31:24
such areas tend to block out or olude
00:31:26
ambient light
00:31:28
thereby appearing darker notice how the
00:31:31
edges around the steps are darkened as I
00:31:34
increase the
00:31:35
intensity the ssao effect works
00:31:39
independently from the post proen
00:31:40
effects in
00:31:41
urp this effect does not depend on or
00:31:45
interact with
00:31:46
volumes the full screen pass renderer
00:31:49
feature takes a material and applies it
00:31:53
to the current render by default the
00:31:56
renderer feature uses the material
00:31:58
full screen invert colors to give a
00:32:01
negative version of the scene but you
00:32:04
can create your own material with Shader
00:32:06
graph now we see a tinted version of our
00:32:09
scene and we can return to original by
00:32:12
disabling this renderer
00:32:14
feature the render objects renderer
00:32:17
feature is very flexible and you'll find
00:32:19
this great example in the unity manual
00:32:22
Link in the
00:32:24
description to use decals using UR P you
00:32:29
must add a decals renderer
00:32:31
feature the screen space Shadows
00:32:34
renderer feature is a rendering
00:32:37
optimization and enhancement technique
00:32:40
that improves the visual quality of
00:32:42
Shadows you can create your own renderer
00:32:45
features but this is an advanced topic
00:32:48
you create a renderer feature by right
00:32:51
clicking the project window and
00:32:53
selecting create rendering urp renderer
00:32:56
feature this will provide the
00:32:59
boilerplate code to a basic renderer
00:33:02
feature renderer features use the render
00:33:04
graph API a good starting point to
00:33:07
learning the render graph API is to use
00:33:11
package manager to install the urp
00:33:13
render graph samples then study the code
00:33:18
and take a look at unity's render graph
00:33:20
YouTube video there's a link in the
00:33:23
description a great next steps now you
00:33:26
have the basics of urp
00:33:28
is to study the urp sample scene for
00:33:31
details follow the link in the
00:33:33
description to a YouTube video giving an
00:33:36
introduction to the techniques used
00:33:39
unity's urp offers incredible
00:33:42
flexibility allowing you to tailor your
00:33:45
visuals and performance to meet the
00:33:47
specific needs of your
00:33:49
project by understanding and fine tuning
00:33:52
the options available you can create
00:33:55
experiences that look stunning and and
00:33:58
run smoothly across all target
00:34:01
platforms thank you for watching and if
00:34:04
you found this guide helpful please like
00:34:07
subscribe and let us know in the
00:34:08
comments what topic you'd like us to
00:34:10
cover next see you in the next video