Understanding URP settings and essentials

00:34:18
https://www.youtube.com/watch?v=HCXCmHgV7Sk

Resumo

TLDRDiese Anleitung zur Universal Render Pipeline (URP) in Unity erklärt die Grundlagen des modernen Rendering-Systems, das auf Hochleistungs-Grafikrendering in Echtzeit spezialisiert ist. URP bietet sich besonders für mobile VR-Entwicklungen und leichte Projekte an. Das Video behandelt das Erstellen neuer URP-Projekte, die FUNKTIONEN von URP-Assets, Renderer-Einstellungen sowie die häufigsten Shader-Optionen. Zudem werden verschiedene Renderpfade erklärt, die für unterschiedliche Leistungs- und Qualitätsanforderungen geeignet sind. Entwickler lernen, wie sie Licht, Schatten, globale Illumination und Post-Processing-Effekte nutzen können, um ansprechende Spiele und Anwendungen zu erstellen. Ein besonderes Augenmerk liegt auf der Optimierung von Einstellungen für eine bestmögliche Leistungsbalance zwischen visueller Qualität auf leistungsfähigen und weniger leistungsstarken Geräten.

Conclusões

  • 🎮 URP bietet Hochleistungs-Grafik für mobile und Desktop-Anwendungen.
  • 📊 Shader Graph ermöglicht die Erstellung benutzerdefinierter Shader ohne Programmierkenntnisse.
  • 💡 Verschiedene Renderpfade (Forward, Deferred) optimieren die Leistung je nach Szenenanforderungen.
  • 🖼️ Globale Illumination verbessert die realistische Lichtdarstellung in Szenen.
  • ✨ Post-Processing ermöglicht die Anwendung von visuellen Effekten für ansprechendere Grafiken.
  • 🔧 Renderer Features erweitern die Funktionalität von URP durch benutzerdefinierte Rendering-Techniken.
  • 📈 Rendering Layers helfen dabei, die Sichtbarkeit bestimmter Objekte zu betonen.
  • 🌐 URP ist für eine Vielzahl von Plattformen geeignet und sorgt für konsistente Grafiken.

Linha do tempo

  • 00:00:00 - 00:05:00

    Die Universal Render Pipeline (URP) in Unity ist ein modernes Rendering-System, das auf Leistung optimiert ist und hochwertige Grafiken auf verschiedenen Plattformen bereitstellt. URP ersetzt die Standard-Renderpipeline von Unity und bietet bessere Leistung in Echtzeit, optimierte Schatten und Lichteffekte. Es ist besonders nützlich für mobile Geräte und VR-Anwendungen, da es eine ausgewogene Grafikqualität und Leistung bietet.

  • 00:05:00 - 00:10:00

    Um ein neues URP-Projekt zu starten, können Entwickler Vorlagen für eine einfach konfigurierte Einrichtung verwenden. Nach der Auswahl von Universal 2D oder 3D erstellt Unity das Projekt und lädt die erforderlichen Pakete herunter. URP-Projekte benötigen zwei Hauptdateien für die Einstellungen: ein Universal Renderer Data Object und ein URP Asset Object.

  • 00:10:00 - 00:15:00

    Die Universal Render-Settings enthalten mehrere wichtige Abschnitte, darunter Filtereinstellungen, Rendering-Methoden sowie Schatten- und Post-Processing-Optionen. Hier lernen Entwickler, wie sie die Rendering-Pfade anpassen, Höhen-Filter auf verschiedenen Objekten anwenden und sicherstellen, dass transparente Objekte auf realistische Weise mit Licht und Schatten interagieren.

  • 00:15:00 - 00:20:00

    URP bietet drei Haupt-Renderpfade (Forward, Forward Plus und Deferred), um verschiedene Leistungs- und Grafikanforderungen zu erfüllen. Je nach Anzahl der Lichtquellen und den einer Zielplattform bevorzugten Aspekten können Entwickler den am besten geeigneten Renderpfad auswählen.

  • 00:20:00 - 00:25:00

    Die Unterstützung für Global Illumination sorgt dafür, dass Licht realistisch in der Umgebung projiziert wird und indirektes Licht von Flächen reflektiert wird. Installierte Licht-Proben und adaptive Probenvolumen tragen dazu bei, dass bewegliche Objekte optimale Beleuchtung erhalten. Dies fördert ein immersiveres Erlebnis und verbessert die visuelle Qualität.

  • 00:25:00 - 00:34:18

    Post-Processing in URP wird über ein Volumen-Framework verwaltet und ermöglicht die Anwendung von verschiedenen visuellen Effekten in allen Projekten. Die Renderer-Features verbessern die grafische Qualität durch Bildschirmraum-Umgebungsverdeckung, Schattenoptimierungen und Anpassungen in Echtzeit. Durch das Verständnis dieser Optionen können Entwickler überzeugende Erlebnisse schaffen.

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Vídeo de perguntas e respostas

  • Was ist die Universal Render Pipeline (URP)?

    URP ist ein modernes, leistungsstarkes Rendering-System in Unity, das hochwertige Grafiken auf einer Vielzahl von Plattformen ermöglicht.

  • Welche Shader werden in URP verwendet?

    In URP gibt es mehrere Shader wie Lit, Simple Lit, Unlit und Complex Lit, die für unterschiedliche Leistungs- und Qualitätsanforderungen optimiert sind.

  • Wie beeinflusst URP die Leistung von Projekten auf mobilen Geräten?

    URP ist optimiert für mobile Geräte und bietet skalierbare Qualitätseinstellungen, die eine Balance zwischen Leistung und visueller Fidelity ermöglichen.

  • Was sind die empfohlenen Renderpfade in URP?

    Die Haupt-Renderpfade in URP sind Forward, Forward Plus und Deferred Rendering, die jeweils für unterschiedliche Anforderungen geeignet sind.

  • Wie funktioniert Post-Processing in URP?

    URP verwendet ein Volumenframework für Post-Processing-Effekte, die global oder spezifisch für bestimmte Szenen angewendet werden können.

  • Was sind Rendering Layers in URP?

    Mit Rendering Layers können bestimmte Lichter nur bestimmte Objekte beeinflussen, um die Sichtbarkeit zu verbessern.

  • Was ist globale Illumination in Unity?

    Globale Illumination simuliert, wie Licht mit Oberflächen interagiert, um realistische Beleuchtung in der gesamten Szene zu erzeugen.

  • Wie funktioniert der Renderer Features Bereich in URP?

    Der Renderer Features Bereich ermöglicht es Entwicklern, benutzerdefinierte Rendering-Funktionen hinzuzufügen und anzupassen.

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Rolagem automática:
  • 00:00:02
    the essential Guide to the universal
  • 00:00:04
    render pipeline unity's Universal render
  • 00:00:07
    pipeline urp is a Modern Performance
  • 00:00:10
    Focus rendering system designed to
  • 00:00:13
    deliver high quality visuals across a
  • 00:00:16
    wide range of platforms from Mobile to
  • 00:00:19
    consoles starting with unity 6 it's Now
  • 00:00:23
    the default render pipeline it replaces
  • 00:00:26
    unity's built-in pipeline offering
  • 00:00:29
    better performance scalability and
  • 00:00:32
    streamlined workflows urp is optimized
  • 00:00:36
    for realtime lighting shadows and
  • 00:00:38
    effects it supports Shader graph a
  • 00:00:41
    visual tool for creating custom shaders
  • 00:00:44
    without coding making it beginner
  • 00:00:46
    friendly with scalable quality settings
  • 00:00:50
    urp ensures consistent Graphics across
  • 00:00:53
    devices making it ideal for developers
  • 00:00:56
    seeking a balance of performance and
  • 00:00:58
    visual fidelity especially for mobile VR
  • 00:01:02
    and lightweight projects in this video
  • 00:01:05
    you'll discover the essentials of
  • 00:01:07
    creating games and apps using this
  • 00:01:10
    Pipeline and we'll look at the most
  • 00:01:12
    commonly used shaders available when
  • 00:01:14
    using
  • 00:01:15
    urp the different render paths you can
  • 00:01:18
    use Shadows Global
  • 00:01:21
    illumination postprocessing and renderer
  • 00:01:24
    features a versatile way to take control
  • 00:01:27
    of the final rendered image
  • 00:01:31
    along the way you'll find out where to
  • 00:01:33
    find the main settings you'll need to
  • 00:01:35
    tweak to get your project looking great
  • 00:01:37
    on a desktop while still performing well
  • 00:01:40
    on a relatively low-end mobile there's a
  • 00:01:43
    lot to learn so let's get
  • 00:01:45
    started starting a new urp project when
  • 00:01:49
    you're starting a new project you can
  • 00:01:51
    use one of the templates for an easy
  • 00:01:54
    preconfigured setup simply open the
  • 00:01:57
    unity Hub make sure you have Unity six
  • 00:02:00
    installed select new project set the
  • 00:02:03
    project name and location on your hard
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    drive select the template Universal 2D
  • 00:02:10
    or Universal 3D depending on the type of
  • 00:02:13
    game you're developing press create
  • 00:02:16
    project and after a short time Unity
  • 00:02:19
    creates the project and downloads the
  • 00:02:21
    necessary
  • 00:02:22
    packages this video is a guide to the
  • 00:02:25
    essentials for urp if you need more
  • 00:02:29
    detail then take a look at the unity
  • 00:02:31
    ebook an introduction to the universal
  • 00:02:34
    render pipeline for advanced
  • 00:02:37
    creators Universal render and urp asset
  • 00:02:41
    any project using urp has two files that
  • 00:02:45
    Define most settings a universal
  • 00:02:48
    renderer data object and a urp asset
  • 00:02:52
    object often your project will have
  • 00:02:54
    multiple renderer and urp asset files
  • 00:02:58
    before we look at the set for these
  • 00:03:00
    objects let's review how in the editor
  • 00:03:04
    the platform chooses which urp asset
  • 00:03:06
    it's currently active it can be
  • 00:03:09
    frustrating for developers new to urp to
  • 00:03:12
    change settings yet see no changes in
  • 00:03:14
    the game window invariably this is
  • 00:03:17
    because the urp asset displayed in the
  • 00:03:19
    inspector window is not the one being
  • 00:03:21
    used to render the game view the active
  • 00:03:25
    Universal render pipeline asset is
  • 00:03:27
    selected via the active quality setting
  • 00:03:31
    or Graphics default render pipeline
  • 00:03:34
    asset you'll find the quality and
  • 00:03:36
    Graphics panels using edit project
  • 00:03:40
    settings an asset selected as the active
  • 00:03:43
    quality setting will be prioritized over
  • 00:03:47
    Graphics default render pipeline asset
  • 00:03:50
    to viewer seen via the asset shown as
  • 00:03:52
    Graphics default render pipeline asset
  • 00:03:55
    make a Dev quality setting and set the
  • 00:03:58
    render pipeline asset as none choose
  • 00:04:01
    this as the active quality setting then
  • 00:04:04
    the asset used by The Game and scene
  • 00:04:06
    windows will be the one selected as
  • 00:04:09
    Graphics default render pipeline
  • 00:04:12
    asset a 3D project created from the
  • 00:04:15
    universal 3D template will have a PC RP
  • 00:04:19
    asset and a mobile RP asset there are
  • 00:04:23
    just two quality settings mobile and PC
  • 00:04:27
    and PC is selected by default
  • 00:04:31
    settings for the universal renderer
  • 00:04:33
    let's break down the universal renderer
  • 00:04:36
    settings firstly the filtering section
  • 00:04:40
    this is where you decide what layers
  • 00:04:42
    your renderer will draw you can limit
  • 00:04:45
    what's rendered using layer mass for
  • 00:04:47
    opaque and transparent
  • 00:04:50
    objects next we have the rendering
  • 00:04:52
    section with options that control how
  • 00:04:55
    your scene is drawn using the rendering
  • 00:04:58
    path dropdown you can choose between
  • 00:05:00
    different render paths more about these
  • 00:05:03
    in a minute with forward and forward
  • 00:05:06
    plus rendering paths there's a depth
  • 00:05:09
    priming mode
  • 00:05:10
    dropdown this setting optimizes
  • 00:05:12
    performance by reducing pixel Shader
  • 00:05:15
    executions you have three modes disabled
  • 00:05:18
    meaning depth priming off
  • 00:05:21
    also Unity performs depth priming only
  • 00:05:25
    when a render pass requires a depth
  • 00:05:27
    prepass and forced depth priming is
  • 00:05:31
    always on but keep in mind this has an
  • 00:05:34
    upfront performance cost note that depth
  • 00:05:37
    priming doesn't work when multi- sample
  • 00:05:40
    anti-aliasing msaa is
  • 00:05:44
    enabled if you using the Deferred
  • 00:05:46
    rendering path the accurate G buffer
  • 00:05:49
    normals option lets you enable a more
  • 00:05:52
    precise though resource intensive method
  • 00:05:55
    for normal encoding and
  • 00:05:57
    decoding it's perfect for improving
  • 00:05:59
    visual quality in high-end projects
  • 00:06:03
    depth texture mode setting defines when
  • 00:06:06
    urp copies the scene depth into a depth
  • 00:06:09
    texture after aaes copies the depth
  • 00:06:12
    after rendering opaque objects after
  • 00:06:15
    transparents copies it after rendering
  • 00:06:17
    transparent objects great for mobile
  • 00:06:21
    optimizations it can save significant
  • 00:06:23
    memory bandwidth especially when msaa is
  • 00:06:27
    enabled Force preat
  • 00:06:30
    uses a depth pre pass to generate the
  • 00:06:32
    depth texture from
  • 00:06:35
    scratch the shadow section is next here
  • 00:06:38
    you can totle transparent reive Shadows
  • 00:06:42
    which determines whether transparent
  • 00:06:43
    objects in your scene can receive
  • 00:06:46
    Shadows this setting is helpful when
  • 00:06:49
    working with materials like glass or
  • 00:06:51
    water that need to interact
  • 00:06:54
    realistically with light and
  • 00:06:56
    Shadows the postprocessing section
  • 00:07:00
    has a check box to enable or disable
  • 00:07:02
    post processing for the renderer once
  • 00:07:05
    enabled you can manage specific post
  • 00:07:07
    processing effects using volume profiles
  • 00:07:11
    but more about this
  • 00:07:13
    later now onto the override section at
  • 00:07:17
    the time of recording this just has an
  • 00:07:19
    option for stencil by enabling this
  • 00:07:22
    checkbox the renderer processes values
  • 00:07:25
    in the stencil buffer you can use bits Z
  • 00:07:29
    to three of the stencil buffer for
  • 00:07:31
    custom effects giving you up to 15
  • 00:07:35
    stencil indices to work with this is
  • 00:07:38
    great for advanced rendering techniques
  • 00:07:41
    like masking or
  • 00:07:43
    outlining the compatibility section
  • 00:07:46
    contains options to help maintain
  • 00:07:48
    backwards
  • 00:07:49
    compatibility the intermediate texture
  • 00:07:52
    dropdown has options also leaving urp to
  • 00:07:56
    decide whether rendering via an
  • 00:07:57
    intermediate texture is necessary
  • 00:08:00
    and always which forces rendering via an
  • 00:08:02
    intermediate texture while this option
  • 00:08:05
    ensures compatibility with renderer
  • 00:08:07
    features that don't declare their inputs
  • 00:08:10
    it can significantly impact performance
  • 00:08:13
    on some platforms the intermediate
  • 00:08:16
    texture setting is useful when working
  • 00:08:18
    with older Hardware or specific
  • 00:08:21
    rendering
  • 00:08:22
    workflows and finally we have renderer
  • 00:08:25
    features this section lists all the
  • 00:08:27
    custom features assigned to the selected
  • 00:08:30
    renderer you can add features like the
  • 00:08:32
    built-in render objects feature or even
  • 00:08:35
    your own custom renderer feature well
  • 00:08:38
    more about this
  • 00:08:40
    later settings for the urp asset the
  • 00:08:44
    asset you set in the quality or Graphics
  • 00:08:47
    panels of project settings is a urp
  • 00:08:50
    asset not a universal renderer if you
  • 00:08:54
    select a urp asset in the editor the
  • 00:08:57
    inspector will show it having many
  • 00:08:59
    settings the full list of all the
  • 00:09:01
    settings is given in the manual there's
  • 00:09:04
    a link in the description here we'll go
  • 00:09:07
    through the most important the settings
  • 00:09:10
    are divided into blocks first is the
  • 00:09:13
    rendering block which controls the core
  • 00:09:15
    part of the pipeline this has a renderer
  • 00:09:19
    list often with a single entry it's a
  • 00:09:22
    list of universal renderers only a
  • 00:09:25
    single renderer is active at any one
  • 00:09:27
    time the one set as default depth
  • 00:09:31
    texture enables urp to create an
  • 00:09:34
    underscore camera depth texture urp then
  • 00:09:37
    uses this depth texture by default for
  • 00:09:41
    all cameras in your scene you can
  • 00:09:43
    override this for individual cameras in
  • 00:09:46
    the camera
  • 00:09:48
    inspector opaque texture enable this to
  • 00:09:52
    create an underscore camera opaque
  • 00:09:54
    texture as default for all cameras in
  • 00:09:57
    your scene this works like the grab pass
  • 00:10:01
    in the built-in render
  • 00:10:02
    pipeline the opaque texture provides a
  • 00:10:05
    snapshot of the scene right before urp
  • 00:10:09
    renders any transparent meshes you can
  • 00:10:12
    use this in transparent shaders to
  • 00:10:14
    create effects like frosted glass water
  • 00:10:17
    refraction or heat waves you can
  • 00:10:20
    override this for individual cameras in
  • 00:10:23
    the camera
  • 00:10:25
    inspector GPU resident draw
  • 00:10:28
    automatically uses the batch renderer
  • 00:10:31
    group API to draw game objects with GPU
  • 00:10:36
    instancing often improving
  • 00:10:39
    performance with GPU resident draw set
  • 00:10:42
    to instance you'll see an option to set
  • 00:10:45
    GPU occlusion calling this lets Unity
  • 00:10:49
    use the GPU instead of the CPU to
  • 00:10:53
    exclude game
  • 00:10:55
    objects and the next block is the
  • 00:10:57
    quality settings that control the
  • 00:11:00
    quality level of the
  • 00:11:02
    urp this is where you can make
  • 00:11:04
    performance better on lower-end Hardware
  • 00:11:07
    or make the graphics look better on
  • 00:11:09
    higher end
  • 00:11:11
    Hardware
  • 00:11:12
    HDR enable this to allow rendering in
  • 00:11:16
    high dynamic range by default for every
  • 00:11:19
    camera in your scene with HDR the
  • 00:11:22
    brightest part of the image can be
  • 00:11:24
    greater than one per Channel this makes
  • 00:11:27
    your lighting look more realistic
  • 00:11:30
    and helps emissive materials add lit
  • 00:11:32
    areas when using Global
  • 00:11:35
    illumination use anti-aliasing msaa to
  • 00:11:39
    soften the edges of your geometry so
  • 00:11:41
    they're not Jagged or flickering in the
  • 00:11:44
    drop-down menu select how many samples
  • 00:11:46
    to use per pixel two four or eight the
  • 00:11:51
    more samples you choose the smoo your
  • 00:11:53
    object's edges
  • 00:11:55
    are the lighting block has the settings
  • 00:11:57
    that affect the lights in your scene if
  • 00:12:00
    there are settings that you know for
  • 00:12:02
    certain you won't use in your game or
  • 00:12:04
    app you can disable them to improve
  • 00:12:07
    performance and reduce build time using
  • 00:12:11
    urp lights split into main light and
  • 00:12:15
    additional lights the main light
  • 00:12:18
    settings affect the main directional
  • 00:12:20
    light in your scene and you can select
  • 00:12:23
    this by assigning it as a sun Source in
  • 00:12:27
    the lighting inspector
  • 00:12:29
    if you don't assign a sun Source the urp
  • 00:12:32
    treats the brightest directional light
  • 00:12:34
    in the scene as the main
  • 00:12:37
    light you can choose between pixel
  • 00:12:40
    lighting and nonone if you choose nonone
  • 00:12:44
    urp doesn't render a main light even if
  • 00:12:47
    you set a sun
  • 00:12:50
    Source memory budget limits the width
  • 00:12:53
    and height of the textures that store
  • 00:12:55
    baked
  • 00:12:56
    illumination which brings us to
  • 00:12:58
    additional wi use this drop-down to
  • 00:13:01
    choose between per vertex per pixel or
  • 00:13:06
    disabled this per object limit slider
  • 00:13:09
    sets the limit for how many additional
  • 00:13:11
    lights can affect each game object Unity
  • 00:13:15
    ignores this setting if you select the
  • 00:13:17
    forward plus rendering path the shadow
  • 00:13:21
    block settings let you configure how
  • 00:13:23
    Shadows look and behave and find a good
  • 00:13:25
    balance between the visual quality and
  • 00:13:27
    performance will come back back to this
  • 00:13:29
    in a minute the post processing block
  • 00:13:32
    allows you to fine-tune Global post
  • 00:13:36
    processing shadows in
  • 00:13:38
    urp the lighting and Shadow groups in
  • 00:13:41
    the urp asset are key to setting up
  • 00:13:44
    shadows in your scene first set the main
  • 00:13:48
    light to per pixel then go to the check
  • 00:13:51
    box to enable cast
  • 00:13:53
    Shadows the last setting is the
  • 00:13:55
    resolution of the Shadow map shadow are
  • 00:13:59
    generally speaking computationally
  • 00:14:02
    expensive and so an example of something
  • 00:14:04
    where you want to balance your artistic
  • 00:14:06
    Ambitions with the tradeoff of
  • 00:14:09
    performance aim to limit Shadow casting
  • 00:14:13
    to a single
  • 00:14:14
    light if you've worked with shadows in
  • 00:14:17
    unity before you know that realtime
  • 00:14:19
    Shadows require rendering a shadow map
  • 00:14:22
    that contains the depth of objects from
  • 00:14:24
    the perspective of the
  • 00:14:26
    light the higher the resolution of this
  • 00:14:28
    sh Shadow map the higher the visual
  • 00:14:31
    Fidelity though both more processing
  • 00:14:34
    power and increased memory are required
  • 00:14:37
    the highest resolution isn't always
  • 00:14:39
    ideal for example the soft Shadows
  • 00:14:42
    option has the effect of blurring the
  • 00:14:46
    map another important setting for the
  • 00:14:49
    main light Shadow is Max distance this
  • 00:14:53
    is set in scene units in this scene the
  • 00:14:56
    poles are 10 units apart with max
  • 00:14:59
    distance set to around 16 units notice
  • 00:15:03
    that only the first pole casts a
  • 00:15:06
    shadow at 50 units all Shadows are in
  • 00:15:10
    View and the shadow Fidelity is
  • 00:15:13
    adequate when the max distance is much
  • 00:15:15
    greater than the visual assets the
  • 00:15:18
    shadow map is being spread over too
  • 00:15:20
    large an area this means that the region
  • 00:15:23
    in shot has a much lower resolution than
  • 00:15:26
    required the max distance proper needs
  • 00:15:29
    to relate directly to what the user can
  • 00:15:32
    see as well as the units used in the
  • 00:15:36
    scene aim for the minimum distance that
  • 00:15:38
    gives acceptable Shadows if the player
  • 00:15:41
    only sees Shadows from Dynamic objects
  • 00:15:43
    60 units from the camera then set
  • 00:15:46
    maximum distance to
  • 00:15:48
    60 Shadow
  • 00:15:51
    Cascades as assets disappear into the
  • 00:15:54
    distance due to perspective it's
  • 00:15:56
    convenient to decrease Shadow resolution
  • 00:15:59
    thereby devoting more of the Shadow map
  • 00:16:02
    to Shadows closer to the camera Shadow
  • 00:16:06
    Cascades can help with this a Cascade
  • 00:16:09
    count of one is likely to give the best
  • 00:16:11
    results for small scenes but if your max
  • 00:16:15
    distance is a large value then a Cascade
  • 00:16:18
    count of two or three will give better
  • 00:16:20
    Shadows for foreground objects as these
  • 00:16:24
    receive a larger proportion of the
  • 00:16:26
    Shadow map you can adjust the start and
  • 00:16:29
    end ranges for each section of the
  • 00:16:31
    Cascade using the draggable pointers or
  • 00:16:35
    by setting the units in the relevant
  • 00:16:38
    Fields always adjust maximum distance to
  • 00:16:41
    EV value that it's a close fit for your
  • 00:16:43
    scene and choose the slider positions
  • 00:16:46
    carefully if you use metric as the
  • 00:16:49
    working unit always choose the last
  • 00:16:52
    Cascade to be at most the distance of
  • 00:16:55
    the Last Shadow caster
  • 00:16:59
    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
  • 00:17:09
    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
  • 00:17:24
    this mode can be set to disable per
  • 00:17:26
    Vertex or per pixel only per pixel works
  • 00:17:29
    with
  • 00:17:30
    shadows urp does not support Shadows for
  • 00:17:34
    additional directional lights remember
  • 00:17:37
    the main light is always the brightest
  • 00:17:40
    directional light for additional lights
  • 00:17:42
    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
  • 00:18:29
    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
  • 00:18:51
    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
Etiquetas
  • Unity
  • Universal Render Pipeline
  • URP
  • Rendering
  • Shader
  • Post-Processing
  • Globale Illumination
  • Rendering Layers
  • Mobile Spiele
  • Grafikoptimierung