forked from BilalY/Rasagar
247 lines
17 KiB
Markdown
247 lines
17 KiB
Markdown
* [Universal Render Pipeline](index.md)
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* [Requirements](requirements.md)
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* [Building for Closed platforms](Building-For-Consoles.md)
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* [What's new in URP](whats-new/urp-whats-new.md)
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* [Features]()
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* [Feature list](urp-feature-list.md)
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* [Feature Comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md)
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* [Getting started](InstallingAndConfiguringURP.md)
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* [Create a project with URP](creating-a-new-project-with-urp.md)
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* [Install URP into an existing Project](InstallURPIntoAProject.md)
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* [Package samples](package-samples.md)
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* [URP Package Samples](package-sample-urp-package-samples.md)
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* [Scene Templates](scene-templates.md)
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* [Quality Settings in URP](birp-onboarding/quality-settings-location.md)
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* [Change Quality settings with code](quality/quality-settings-through-code.md)
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* [Configure settings with the URP Config package](URP-Config-Package.md)
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* [Understand performance](understand-performance.md)
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* [Configure for better performance](configure-for-better-performance.md)
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* [Render Pipeline Concepts](urp-concepts.md)
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* [The URP Asset](universalrp-asset.md)
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* [Universal Renderer](urp-universal-renderer.md)
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* [Deferred Rendering Path](rendering/deferred-rendering-path.md)
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* [Forward+ Rendering Path](rendering/forward-plus-rendering-path.md)
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* [Graphics settings window reference in URP](urp-global-settings.md)
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* [Pre-built effects (Renderer Features)](urp-renderer-feature.md)
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* [How to add a Renderer Feature](urp-renderer-feature-how-to-add.md)
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* [Render Objects Renderer Feature](renderer-features/renderer-feature-render-objects-landing.md)
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* [Example: How to create a custom rendering effect using the Render Objects Renderer Feature](renderer-features/how-to-custom-effect-render-objects.md)
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* [Render Objects Renderer Feature reference](renderer-features/renderer-feature-render-objects.md)
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* [Decal Renderer Feature](renderer-feature-decal-landing.md)
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* [Decal Renderer Feature](renderer-feature-decal.md)
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* [Decal Shader Graph](decal-shader.md)
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* [Screen Space Ambient Occlusion (SSAO) Renderer Feature](post-processing-ssao.md)
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* [Screen Space Shadows Renderer Feature](renderer-feature-screen-space-shadows.md)
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* [Full Screen Pass Renderer Feature](renderer-features/renderer-feature-full-screen-pass-landing.md)
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* [How to create a custom post-processing effect](post-processing/post-processing-custom-effect-low-code.md)
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* [Full Screen Pass Renderer Feature reference](renderer-features/renderer-feature-full-screen-pass.md)
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* [Upgrade guides](upgrade-guides.md)
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* [Render Pipeline Converter](features/rp-converter.md)
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* [Upgrading to URP 17](upgrade-guide-unity-6.md)
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* [Upgrading to URP 16](upgrade-guide-2023-2.md)
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* [Upgrading to URP 15](upgrade-guide-2023-1.md)
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* [Upgrading to URP 14](upgrade-guide-2022-2.md)
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* [Upgrading to URP 13](upgrade-guide-2022-1.md)
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* [Upgrading to URP 12.0.x](upgrade-guide-2021-2.md)
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* [Upgrading to URP 11.0.x](upgrade-guide-11-0-x.md)
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* [Upgrading to URP 10.1.x](upgrade-guide-10-1-x.md)
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* [Upgrading to URP 10.0.x](upgrade-guide-10-0-x.md)
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* [Upgrading to URP 9.0.x](upgrade-guide-9-0-x.md)
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* [Upgrading to URP 8.2.0](upgrade-guide-8-2-0.md)
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* [Upgrading to URP 8.1.0](upgrade-guide-8-1-0.md)
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* [Upgrading to URP 8.0.0](upgrade-guide-8-0-0.md)
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* [Upgrading to URP 7.4.0](upgrade-guide-7-4-0.md)
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* [Upgrading to URP 7.3.0](upgrade-guide-7-3-0.md)
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* [Upgrading to URP 7.2.0](upgrade-guide-7-2-0.md)
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* [Upgrading from LWRP to URP](upgrade-lwrp-to-urp.md)
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* [Rendering](rendering-in-universalrp.md)
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* [Rendering Layers](features/rendering-layers.md)
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* [Lighting](lighting.md)
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* [Lighting in URP](lighting/lighting-in-urp.md)
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* [Light component reference](light-component.md)
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* [The Universal Additional Light Data component](universal-additional-light-data.md)
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* [Lighting Mode](urp-lighting-mode.md)
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* [Shadows in the Universal Render Pipeline](Shadows-in-URP.md)
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* [Reflection probes](lighting/reflection-probes.md)
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* [View and control a light from its perspective](lights-placement-tool.md)
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* [Adaptive Probe Volumes (APV)](probevolumes.md)
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* [Understanding Adaptive Probe Volumes](probevolumes-concept.md)
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* [Use Adaptive Probe Volumes](probevolumes-use.md)
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* [Display Adaptive Probe Volumes](probevolumes-showandadjust.md)
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* [Configure the size and density of Adaptive Probe Volumes](probevolumes-changedensity.md)
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* [Bake multiple scenes together with Baking Sets](probevolumes-usebakingsets.md)
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* [Changing lighting at runtime](probe-volumes-change-lighting-at-runtime.md)
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* [Choose how to change lighting at runtime](probevolumes-understand-changing-lighting-at-runtime.md)
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* [Bake different lighting setups with Lighting Scenarios](probevolumes-bakedifferentlightingsetups.md)
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* [Update light from the sky at runtime with sky occlusion](probevolumes-skyocclusion.md)
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* [Streaming](probevolumes-streaming.md)
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* [Fix issues with Adaptive Probe Volumes](probevolumes-fixissues.md)
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* [Adaptive Probe Volume Inspector window reference](probevolumes-inspector-reference.md)
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* [Adaptive Probe Volumes panel reference](probevolumes-lighting-panel-reference.md)
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* [Probe Volumes Options Override reference](probevolumes-options-override-reference.md)
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* [Probe Adjustment Volume component reference](probevolumes-adjustment-volume-component-reference.md)
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* [Lens flares](shared/lens-flare/lens-flare.md)
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* [Choose a lens flare type](shared/lens-flare/choose-a-lens-flare-type.md)
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* [Add lens flares](shared/lens-flare/lens-flare-component.md)
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* [Add screen space lens flares](shared/lens-flare/post-processing-screen-space-lens-flare.md)
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* [Lens Flare (SRP) reference](shared/lens-flare/lens-flare-srp-reference.md)
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* [Lens Flare (SRP) Data Asset reference](shared/lens-flare/lens-flare-asset.md)
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* [Screen Space Lens Flare override reference](shared/lens-flare/reference-screen-space-lens-flare.md)
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* [Cameras](cameras.md)
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* [Cameras in URP](cameras/camera-differences-in-urp.md)
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* [Understand camera render order](cameras-advanced.md)
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* [Camera render types](camera-types-and-render-type.md)
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* [Anti-aliasing in URP](anti-aliasing.md)
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* [Motion vectors](features/motion-vectors.md)
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* [Use multiple cameras](cameras-multiple.md)
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* [Understand camera stacking](cameras/camera-stacking-concepts.md)
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* [Set up a camera stack](camera-stacking.md)
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* [Add and remove cameras in a camera stack](cameras/add-and-remove-cameras-in-a-stack.md)
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* [Set up split-screen rendering](rendering-to-the-same-render-target.md)
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* [Apply different post processing effects to separate cameras](cameras/apply-different-post-proc-to-cameras.md)
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* [Render a camera's output to a Render Texture](rendering-to-a-render-texture.md)
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* [Render a camera outside the rendering loop](User-Render-Requests.md)
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* [Customize a camera](universal-additional-camera-data.md)
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* [Camera component properties](camera-component-reference.md)
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* [Physical Camera properties](cameras/physical-camera-reference.md)
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* [Post-processing](integration-with-post-processing.md)
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* [How to configure](integration-with-post-processing.md#post-proc-how-to)
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* [Spatial-Temporal Post-processing](stp/stp-upscaler.md)
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* [Spatial-Temporal Post-processing debug views](stp/stp-debug-views.md)
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* [HDR Output](post-processing/hdr-output.md)
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* [Custom Passes with HDR Output](post-processing/hdr-custom-pass.md)
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* [Implement an HDR Output compatible custom overlay](post-processing/hdr-output-implement-custom-overlay.md)
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* [Volumes](volumes-landing-page.md)
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* [Understand Volumes](Volumes.md)
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* [Set up a Volume](set-up-a-volume.md)
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* [Create a Volume Profile](Volume-Profile.md)
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* [Configure Volume Overrides](VolumeOverrides.md)
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* [Volume component reference](volume-component-reference.md)
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* [Effect List](EffectList.md)
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* [Ambient Occlusion](post-processing-ssao.md)
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* [Bloom](post-processing-bloom.md)
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* [Channel Mixer](Post-Processing-Channel-Mixer.md)
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* [Chromatic Aberration](post-processing-chromatic-aberration.md)
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* [Color Adjustments](Post-Processing-Color-Adjustments.md)
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* [Color Curves](Post-Processing-Color-Curves.md)
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* [Depth of Field](post-processing-depth-of-field.md)
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* [Film Grain](Post-Processing-Film-Grain.md)
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* [Lens Distortion](Post-Processing-Lens-Distortion.md)
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* [Lift, Gamma, and Gain](Post-Processing-Lift-Gamma-Gain.md)
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* [Motion Blur](Post-Processing-Motion-Blur.md)
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* [Panini Projection](Post-Processing-Panini-Projection.md)
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* [Screen Space Lens Flare](shared/lens-flare/post-processing-screen-space-lens-flare.md)
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* [Shadows Midtones Highlights](Post-Processing-Shadows-Midtones-Highlights.md)
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* [Split Toning](Post-Processing-Split-Toning.md)
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* [Tonemapping](post-processing-tonemapping.md)
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* [Vignette](post-processing-vignette.md)
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* [White Balance](Post-Processing-White-Balance.md)
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* [Lens Flare](shared/lens-flare/lens-flare-component.md)
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* [Custom Post-processing](post-processing/custom-post-processing.md)
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* [How to create a custom post-processing effect](post-processing/post-processing-custom-effect-low-code.md)
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* [Shaders and Materials](shaders-in-universalrp.md)
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* [Shading Models](shading-model.md)
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* [Material Variants](materialvariant-URP.md)
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* [Complex Lit](shader-complex-lit.md)
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* [Lit](lit-shader.md)
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* [Simple Lit](simple-lit-shader.md)
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* [Baked Lit](baked-lit-shader.md)
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* [Unlit](unlit-shader.md)
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* [Terrain Lit](shader-terrain-lit.md)
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* [Particles Lit](particles-lit-shader.md)
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* [Particles Simple Lit](particles-simple-lit-shader.md)
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* [Particles Unlit](particles-unlit-shader.md)
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* [Decal](decal-shader.md)
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* [Fullscreen](urp-shaders/master-stack-fullscreen.md)
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* [Canvas](canvas-shader.md)
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* [Upgrading shaders from Built-in](upgrading-your-shaders.md)
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* [Upgrade custom shaders for URP compatibility](urp-shaders/birp-urp-custom-shader-upgrade-guide.md)
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* [Shader stripping](shader-stripping.md)
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* [Writing custom shaders](writing-custom-shaders-urp.md)
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* [Creating a sample scene](writing-shaders-urp-basic-prerequisites.md)
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* [URP basic unlit shader](writing-shaders-urp-basic-unlit-structure.md)
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* [URP unlit shader with color input](writing-shaders-urp-unlit-color.md)
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* [Drawing a texture](writing-shaders-urp-unlit-texture.md)
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* [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md)
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* [Reconstruct the world space positions](writing-shaders-urp-reconstruct-world-position.md)
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* [Shader methods in URP](use-built-in-shader-methods.md)
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* [Import a file from the URP shader library](use-built-in-shader-methods-import.md)
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* [Transform positions in a custom URP shader](use-built-in-shader-methods-transformations.md)
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* [Use the camera in a custom URP shader](use-built-in-shader-methods-camera.md)
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* [Use lighting in a custom URP shader](use-built-in-shader-methods-lighting.md)
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* [Use shadows in a custom URP shader](use-built-in-shader-methods-shadows.md)
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* [URP ShaderLab Pass tags](urp-shaders/urp-shaderlab-pass-tags.md)
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* [Custom rendering and post-processing](customizing-urp.md)
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* [Custom render pass workflow in URP](renderer-features/custom-rendering-pass-workflow-in-urp.md)
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* [Scriptable Render Passes](renderer-features/scriptable-render-passes.md)
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* [Introduction to Scriptable Render Passes](renderer-features/intro-to-scriptable-render-passes.md)
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* [Render graph system](render-graph.md)
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* [Introduction to the render graph system](render-graph-introduction.md)
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* [Write a render pass using the render graph system](render-graph-write-render-pass.md)
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* [Use textures](working-with-textures.md)
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* [Create a render graph system texture](render-graph-create-a-texture.md)
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* [Import a texture into the render graph system](render-graph-import-a-texture.md)
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* [Access a texture in a custom render pass](render-graph-read-write-texture.md)
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* [Transfer a texture between render passes](render-graph-pass-textures-between-passes.md)
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* [URP blit best practices](customize/blit-overview.md)
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* [Use frame data](render-graph-frame-data.md)
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* [Get data from the current frame](accessing-frame-data.md)
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* [Get data from previous frames](render-graph-get-previous-frames.md)
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* [Add textures to previous frames](render-graph-add-textures-to-previous-frames.md)
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* [Get the current framebuffer with framebuffer fetch](render-graph-framebuffer-fetch.md)
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* [Draw objects in a render pass](render-graph-draw-objects-in-a-pass.md)
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* [Use a compute shader in a render pass](render-graph-compute-shader.md)
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* [Run a compute shader in a render pass](render-graph-compute-shader-run.md)
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* [Create input data for a compute shader](render-graph-compute-shader-input.md)
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* [Analyze a render graph](render-graph-view.md)
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* [Use Compatibility Mode APIs in render graph render passes](render-graph-unsafe-pass.md)
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* [Render Graph Viewer window reference](render-graph-viewer-reference.md)
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* [Adding a Scriptable Render Pass to the frame rendering loop](inject-a-render-pass.md)
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* [Scriptable Renderer Features](renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md)
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* [Introduction to Scriptable Renderer Features](renderer-features/scriptable-renderer-features/intro-to-scriptable-renderer-features.md)
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* [Inject a custom render pass using a Scriptable Renderer Feature](renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md)
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* [Apply a Scriptable Renderer Feature to a specific camera type](renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md)
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* [Example of a complete Scriptable Renderer Feature](renderer-features/create-custom-renderer-feature.md)
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* [Scriptable Renderer Feature API reference](renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md)
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* [Inject a render pass via scripting](customize/inject-render-pass-via-script.md)
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* [Injection points reference](customize/custom-pass-injection-points.md)
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* [Custom URP post-processing effect](post-processing/custom-post-processing-with-volume.md)
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* [Compatibility mode](compatibility-mode.md)
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* [Write a Scriptable Render Pass in Compatibility Mode](renderer-features/write-a-scriptable-render-pass.md)
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* [Example of a complete Scriptable Renderer Feature in Compatibility Mode](renderer-features/create-custom-renderer-feature-compatibility-mode.md)
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* [Scriptable Render Pass Compatibility Mode API reference](renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md)
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* [Perform a full screen blit in URP in Compatibility mode](renderer-features/how-to-fullscreen-blit.md)
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* [Optimization](urp-optimization.md)
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* [Rendering Debugger](features/rendering-debugger.md)
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* [Use the Rendering Debugger](features/rendering-debugger-use.md)
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* [Add controls to the Rendering Debugger](features/rendering-debugger-add-controls.md)
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* [Rendering Debugger reference](features/rendering-debugger-reference.md)
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* [Optimize for better performance](optimize-for-better-performance.md)
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* [Reduce rendering work on the CPU](reduce-rendering-work-on-cpu.md)
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* [Use the GPU Resident Drawer](gpu-resident-drawer.md)
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* [Make a GameObject compatible with the GPU Resident Drawer](make-object-compatible-gpu-rendering.md)
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* [Use GPU occlusion culling](gpu-culling.md)
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* [Update Quality Setting Presets for URP](birp-onboarding/quality-presets.md)
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* [Optimization techniques for untethered XR devices](xr-untethered-device-optimization.md)
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* [2D graphics features](2d-index.md)
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* [Introduction to the 2D Lighting system](Lights-2D-intro.md)
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* [Requirements and setup](Setup.md)
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* [Configure the 2D Renderer Asset](2DRendererData-overview.md)
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* [HDR emulation scale](HDREmulationScale.md)
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* [Light Blend Styles](LightBlendStyles.md)
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* [Using the Tilemap Renderer with URP 2D](2d/tilemap-renderer-2d-renderer.md)
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* [Prepare sprites and upgrade projects for lighting](PrepShader.md)
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* [Normal map and mask Textures](SecondaryTextures.md)
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* [Common 2D Light Type properties](2DLightProperties.md)
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* [Specific 2D Light Type properties](LightTypes.md)
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* [Using the Tilemap Renderer with URP 2D](2d/tilemap-renderer-2d-renderer.md)
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* [Create shadows with Shadow Caster 2D](2DShadows.md)
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* [Create a 2D sprite Shader Graph](ShaderGraph.md)
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* [Light a Visual Effect Graph asset](2d-visual-effect-graph-compatibility.md)
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* [Using the Light Batching Debugger](2d-light-batching-debugger.md)
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* [2D Pixel Perfect](2d-pixelperfect.md)
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* [Using the Cinemachine Pixel Perfect extension](pixel-cinemachine.md)
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* [Frequently asked questions (FAQ)](faq.md)
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* [Known issues](known-issues.md)
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