forked from BilalY/Rasagar
17 KiB
17 KiB
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- The URP Asset
- Universal Renderer
- Deferred Rendering Path
- Forward+ Rendering Path
- Graphics settings window reference in URP
- Pre-built effects (Renderer Features)
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- Render Pipeline Converter
- Upgrading to URP 17
- Upgrading to URP 16
- Upgrading to URP 15
- Upgrading to URP 14
- Upgrading to URP 13
- Upgrading to URP 12.0.x
- Upgrading to URP 11.0.x
- Upgrading to URP 10.1.x
- Upgrading to URP 10.0.x
- Upgrading to URP 9.0.x
- Upgrading to URP 8.2.0
- Upgrading to URP 8.1.0
- Upgrading to URP 8.0.0
- Upgrading to URP 7.4.0
- Upgrading to URP 7.3.0
- Upgrading to URP 7.2.0
- Upgrading from LWRP to URP
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- Lighting in URP
- Light component reference
- The Universal Additional Light Data component
- Lighting Mode
- Shadows in the Universal Render Pipeline
- Reflection probes
- View and control a light from its perspective
- Adaptive Probe Volumes (APV)
- Understanding Adaptive Probe Volumes
- Use Adaptive Probe Volumes
- Display Adaptive Probe Volumes
- Configure the size and density of Adaptive Probe Volumes
- Bake multiple scenes together with Baking Sets
- Changing lighting at runtime
- Streaming
- Fix issues with Adaptive Probe Volumes
- Adaptive Probe Volume Inspector window reference
- Adaptive Probe Volumes panel reference
- Probe Volumes Options Override reference
- Probe Adjustment Volume component reference
- Lens flares
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- Shading Models
- Material Variants
- Complex Lit
- Lit
- Simple Lit
- Baked Lit
- Unlit
- Terrain Lit
- Particles Lit
- Particles Simple Lit
- Particles Unlit
- Decal
- Fullscreen
- Canvas
- Upgrading shaders from Built-in
- Shader stripping
- Writing custom shaders
- URP ShaderLab Pass tags
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Custom rendering and post-processing
- Custom render pass workflow in URP
- Scriptable Render Passes
- Introduction to Scriptable Render Passes
- Render graph system
- Introduction to the render graph system
- Write a render pass using the render graph system
- Use textures
- Use frame data
- Get the current framebuffer with framebuffer fetch
- Draw objects in a render pass
- Use a compute shader in a render pass
- Analyze a render graph
- Use Compatibility Mode APIs in render graph render passes
- Render Graph Viewer window reference
- Adding a Scriptable Render Pass to the frame rendering loop
- Custom URP post-processing effect
- Compatibility mode
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- Introduction to the 2D Lighting system
- Create shadows with Shadow Caster 2D
- Create a 2D sprite Shader Graph
- Light a Visual Effect Graph asset
- Using the Light Batching Debugger
- 2D Pixel Perfect