forked from BilalY/Rasagar
45 lines
2.5 KiB
Markdown
45 lines
2.5 KiB
Markdown
---
|
|
uid: urp-upgrade-guide-7-2-0
|
|
---
|
|
# Upgrading to version 7.2.0 of the Universal Render Pipeline
|
|
|
|
On this page, you will find information about upgrading from an older version of the Universal Render Pipeline (URP) to the current version.
|
|
|
|
## Building your Project for consoles
|
|
|
|
To build a Project for a console, you need to install an additional package for each platform you want to support.
|
|
|
|
For more information, refer to the documentation on [Building for Consoles](Building-For-Consoles.md).
|
|
|
|
## Require Depth Texture
|
|
In previous versions of URP, if post-processing was enabled it would cause the pipeline to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases.
|
|
|
|
Because Cameras that use post-processing no longer require depth by default, you must now manually indicate that Cameras require depth if you are using it for other effects, such as soft particles.
|
|
|
|
To make all Cameras require depth, enable the the `Depth Texture` option in the [Pipeline Asset](universalrp-asset.md). To make an individual Camera require depth, set `Depth Texture` option to `On` in the [Camera Inspector](camera-component-reference.md).
|
|
|
|
## Sampling shadows from the Main Light
|
|
In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaque or transparent objects. This allows for consistency and solved many issues regarding shadows.
|
|
|
|
If have custom HLSL shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead.
|
|
|
|
For example:
|
|
|
|
```
|
|
float4 shadowCoord = TransformWorldToShadowCoord(positionWorldSpace);
|
|
Light mainLight = GetMainLight(inputData.shadowCoord);
|
|
|
|
// now you can use shadow to apply realtime occlusion
|
|
half shadow = mainLight.shadowAttenuation;
|
|
```
|
|
|
|
You must also define the following in your .shader file to make sure your custom shader can receive shadows correctly:
|
|
|
|
```
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
|
|
```
|
|
|
|
## Transparent receiving shadows
|
|
Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset.
|