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How the Universal Render Pipeline unlocks games for you - Unite Copenhagen 2019
How the Universal
Render Pipeline unlocks
games for you
Felipe Lira, Graphics Programmer
André McGrail, Technical Artist
Unity Rendering Design
333
● Scriptable Render Pipeline
○ C# rendering API layer
○ Open Source
https://github.com/Unity-Technologies/ScriptableRenderPipeline
Unity SRP
Unity Rendering Design
444
Unity
● Scriptable Render Pipeline
○ C# rendering layer API
○ Developers can create custom rendering solution
Built-in
SRP
Custom RP
Unity Rendering Design
555
Unity
● Scriptable Render Pipeline
○ Built-in pipeline has several limitations
○ Developing a custom pipeline requires deep
graphics knowledge
○ How to fill the gap?
Built-in
SRP
Custom RP
G
A
P
Unity Rendering Design
666
Unity
● We provide two new render pipeline solution:
○ High Definition Render Pipeline (HDRP)
○ Universal Render Pipeline (URP)
Built-in
HDRP
SRP
Custom RP
URP
What is Universal Render Pipeline (URP)?
7
Beautiful Graphics
Performance
Platform Reach
Extensibility
What is Universal Render Pipeline (URP)?
8
Continuation of Lightweight Render Pipeline
Shaders, scripts and assemblies updated automatically
Manual upgrade required if you are using UsePass or Shader.Find
Universal Render Pipeline is going to be supported in 2019.4 LTS
What’s new in 2019.3?
9
Forward Renderer
10
— Increased Light limits
– 8 lights per-object. Except GLES2 which is 4.
– 256 per-camera. except in mobile which is 32.
— Additional directional lights are now supported.
2D Renderer
11
— Realtime shadows
— Post-processing support
Post-processing (v3)
12
— Built into URP
Post-processing (v3)
13
— Built into URP
– Color Grading mode HDR or LDR
– LUT size
Post-processing (v3)
14
— Volume Based
Post-processing (v3)
15
— Post-processing v3
– Anti-aliasing
– Depth of Field
– Motion Blur (Camera)
– Panini Projection
– Bloom
– Lens Distortion
– Chromatic Aberration
– Color Grading and Tonemapping
– Vignette
– Film Grain
– 8 bit dithering
– Custom effects are not yet supported
Post-processing (v3)
16
Shadergraph
17
— Artist friendly tooling
Shadergraph
18
— Shader precision nodes
— Shader keywords
— Custom function nodes
— 3D and 2D lit and unlit graphs
VFX Graph
19
— Compute Based
— Unlit support
— Lit support is coming soon
Improved camera settings
20
● Camera settings are now categorized
○ Projection
○ Rendering
○ Environment
○ Output
Improved lighting settings
21
● Colored light gizmos
● Depth feedback
● Inner Spot Angle
● Handle values in Scene
View
Quality
22
— Quality set in the Pipeline Asset.
— Explicit: You get what you ask
— No upgrading from Built-in to
Universal
Quality
23
— New Custom Render Pipeline field
— Allows pipeline asset per-quality
tier and platform
Performance (Boat Attack)
24
60FPS
Consoles
30FPS
Mobiles
25
Performance
Assets from POLYGON - Farm (from Synty Studios)
Universal Render Pipeline
Performance
26
Built-in Render Pipeline
Universal Render Pipeline
Performance (iPhone 6S)
27
Built-in Render Pipeline
Performance (iPhone 6S)
28
Rendering Improvements | Frame Stats
29
Rendering Improvements | Bandwidth
30
Other performance project:
https://github.com/Unity-Technologies/PotatoBenchmark
31
Rendering Design
32
Unity
Universal Render Pipeline | Design
333333
● Modular and Extensible Architecture.
● ScriptableRenderer can be plugged in Universal RP.
● Developers can:
○ Create custom renderers.
URP
Scriptable
Renderer
Unity
Universal Render Pipeline | Design
343434
● Modular and Extensible Architecture.
● ScriptableRenderer can be plugged in Universal RP.
● Developers can:
○ Create custom renderers.
○ Extend existing ones.
URP
Scriptable
Renderer
Render Pass
Universal Render Pipeline | Design
Universal Render Pipeline | Design
Pipeline Callbacks.
● Can be used to
setup per-frame or
per-camera shader
data.
● Render Procedural
Cameras (Planar
Reflections)
Overridable by
implementing a custom
renderer.
Programmable Rendering Pipeline
public abstract class ScriptableRenderer
{
public abstract void Setup(ScriptableRenderContext
context, ref RenderingData renderingData);
public virtual void SetupCullingParameters(ref
ScriptableCullingParameters cullingParameters,
ref CameraData cameraData) {}
}
Internal.
Requires URP or Unity
source changes.
Universal Render Pipeline | Design
Culling Parameters
Programmable Rendering Pipeline Job settings
Culling Options
- Lights
- ShadowCasters
- Occlusion
- Refl. Probes
- Stereo
Shadow Distance
Culling Matrix
Culling Planes
Cull
Cull Results
ObjectsLights
Probes
Build Rendering Data
Universal Render Pipeline | Design
Rendering Data
Lights
Target Output
Culling Results
Camera Data
Quality Settings
GPU Caps
Objects
Format Msaa Resolution
Shadows HSR
Post Stereo
Rendering Data
Programmable Rendering Pipeline
Render Passes
Render Passes
Render Passes
Render Passes
Execute
Rendering Data
Universal Render Pipeline | Design
Render Passes
Render Passes
Render Passes
Render Passes
Execute
Additional Features
Additional Render Passes
Editor Demo
Project Available at: https://github.com/Unity-
Technologies/UniversalRenderingExamples
43
Roadmap
54
— Give us feedback and vote on features:
– http://bit.ly/UniversalProductBoard
— Camera Stacking coming soon!
— 2020:
– Deferred Renderer
– Feature Parity with Built-in
— 2021:
– Growing scope with more high-end features
Thank you!
Universal Rendering Pipeline and the features
used to create Boat Attack
1pm - Auditorium 15
Upgrading your existing project to Universal
Render Pipeline
3pm - Auditorium 15
55
Presentation Available at:
http://bit.ly/UniversalUniteTalk
Q&A
56

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How the Universal Render Pipeline unlocks games for you - Unite Copenhagen 2019