forked from BilalY/Rasagar
50 lines
5.2 KiB
Markdown
50 lines
5.2 KiB
Markdown
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---
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uid: urp-urp-global-settings
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---
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# Graphics settings window reference in URP
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If a project has the Universal Render Pipeline (URP) package installed, Unity shows URP-specific graphics settings in **Project Settings** > **Graphics** > **Pipeline Specific Settings** > **URP**.
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The section contains the following settings that let you define project-wide settings for URP.
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You can also add your own settings. Refer to [Add custom settings](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/add-custom-graphics-settings.md) in the Scriptable Render Pipeline (SRP) Core manual for more information.
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## Default Volume Profile
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Use this section to assign and edit a [Volume Profile](Volume-Profile.md) for the default volume that all scenes use. Refer to [Understand Volumes](volumes.md) for more information.
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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| **Volume Profile** | Set the [Volume Profile](Volume-Profile.md) the global default volume uses. You can't set **Volume Profile** to **None**. |
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URP displays all the properties for all the possible [Volume Overrides](VolumeOverrides.md). To edit or override the properties, use [the global volume for a quality level](set-up-a-volume.md#configure-the-global-volume-for-a-quality-level) or [create a volume](set-up-a-volume.md#add-a-volume).
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## Adaptive Probe Volumes
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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| **Probe Volume Disable Streaming Assets** | When enabled, URP uses [streaming assets](https://docs.unity3d.com/6000.0/Documentation/Manual/StreamingAssets.html) to optimize [Adaptive Probe Volumes](probevolumes.md). Disable this setting if you use Asset Bundles and Addressables, which aren't compatible with streaming assets. |
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## Additional Shader Stripping Settings
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The check boxes in this section define which shader variants Unity strips when you build the Player.
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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| **Export Shader Variants** | Output two log files with shader compilation information when you build your project. For more information, refer to [Shader stripping](shader-stripping.md). |
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| **Shader Variant Log Level** | Select what information about Shader variants Unity saves in logs when you build your Unity Project.<br/>Options:<br/>• Disabled: Unity doesn't save any shader variant information.<br/>• Only SRP Shaders: Unity saves only shader variant information for URP shaders.<br/>• All Shaders: Unity saves shader variant information for every shader type. |
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| **Strip Debug Variants** | When enabled, Unity strips all debug view shader variants when you build the Player. This decreases build time, but prevents the use of Rendering Debugger in Player builds. |
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| **Strip Unused Post Processing Variants** | When enabled, Unity assumes that the Player does not create new [Volume Profiles](Volume-Profile.md) at runtime. With this assumption, Unity only keeps the shader variants that the existing [Volume Profiles](Volume-Profile.md) use, and strips all the other variants. Unity keeps shader variants used in Volume Profiles even if the scenes in the project do not use the Profiles. |
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| **Strip Unused Variants** | When enabled, Unity performs shader stripping in a more efficient way. This option reduces the amount of shader variants in the Player by a factor of 2 if the project uses the following URP features:<ul><li>Rendering Layers</li><li>Native Render Pass</li><li>Reflection Probe Blending</li><li>Reflection Probe Box Projection</li><li>SSAO Renderer Feature</li><li>Decal Renderer Feature</li><li>Certain post-processing effects</li></ul>Disable this option only if you notice issues in the Player. |
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| **Strip Screen Coord Override Variants** | When enabled, Unity strips Screen Coordinates Override shader variants in Player builds. |
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## Render Graph
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Use this section to enable, disable or configure the render graph system. Refer to [Render graph system](render-graph.md) for more information.
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| **Property** | **Description** |
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| --------------------------| ------------------------------------------------------------ |
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| **Compatibility Mode (Render Graph Disabled)** | When enabled, URP doesn't use the render graph system. For more information, refer to [Compatibility Mode](compatibility-mode.md). **Note:** Unity only develops or improves rendering paths that use the render graph API. Disable this setting and use the render graph API when developing new graphics features. |
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| **Enable Compilation Caching** | When enabled, URP uses the compiled render graph from the previous frame when it can, instead of compiling the render graph again. This speeds up rendering. |
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| **Enable Validity Checks** | When enabled, URP validates aspects of a render graph in the Editor and in a development build. **Enable Validity Checks** is disabled automatically in final builds. |
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