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Added support for default sprite mask shaders for the 2D Renderer in URP.
Added View Vector node to mimic old behavior of View Direction node in URP.
Added support for the PlayStation 5 platform.
Enabled deferred renderer in UI.
Added support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.
2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.
Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. case 1297013
Added _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.
Added Depth and DepthNormals passes to particles shaders.
Added support for SSAO in Particle and Unlit shaders.
Added Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.
Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.
Added optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.
Added blending and box projection for reflection probes.
Added 'Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.
Added "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).
Added a new UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.
Added sections on Light Inspector.
Reorder camera inspector to be in the same order as HDRP.
Added new URP Debug Views under Window/Analysis/Rendering Debugger.
Added support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.
Added URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.
Added possibility to rename light layer values.
Added Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.
Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.
VFX: Basic support of Lit output.
Added Motion Vector render pass for URP.
VFX: Fix light cookies integration.
Added Lights 2D to the Light Explorer window.
Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.
Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.
XR: Added Late Latching support to reduce VR latency (Quest).
Fixed incorrect shadow fade in deferred rendering mode.
Added a help button on material editor to show the shader documentation page
URP global setting for stripping post processing shader variants.
URP global setting for stripping off shader variants.
Changed
Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.
UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].
Moved all 2D APIs out of experimental namespace.
ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.
The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.
Improved PixelPerfectCamera UI/UX
Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.
Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data
Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer
Removing unused temporary depth buffers for Depth of Field and Panini Projection.
Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.
Changed UniversalRenderPipelineCameraEditor to URPCameraEditor
Made 2D shadow casting more efficient
Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.
Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.
Advanced Options > Priority has been renamed to Sorting Priority
Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.
DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.
SSAO Texture is now R8 instead of ARGB32 if supported by the platform.
Enabled subsurface scattering with GI on handwritten Universal ST8 shader.
Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.
2D Lights now inherit from Light2DBase.
The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.
Stripping shader variants per renderer features instead of combined renderer features.
When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.
URP Asset Inspector - Advanced settings have been reordered under Show Additional Properties on each section.
Changed the default name when a new urp asset is created.
URP Asset Inspector - General section has been renamed to Rendering.
Refactored some of the array resizing code around decal projector rendering to use new APIs in render core
UniversalRendererData and ForwardRendererData GUIDs have been reversed so that users coming from 2019LTS, 2020LTS and 2021.1 have a smooth upgrade path, you may encounter issues coming from 2021.2 Alpha/Beta versions and are recommended to start with a fresh library if initial upgrade fails.
VFX: New shadergraph support directly on Universal target.
Fixed
Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. [case 1346650]
Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. case 1331392
Fixed pixel perfect camera rect not being correctly initialized. case 1312646
Camera Inspector Stack list edition fixes.
Fix indentation of Emission map on material editor.
Fixed additional camera data help url
Fixed additional light data help url
Fixed Opacity as Density blending artifacts on Terrain that that caused Terrain to have modified splat weights of zero in some areas and greater than one in others. case 1283124
Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite
Fixed an issue where Sprite type Light2Ds were missing a default sprite
Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.
Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. case 1304158
Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass
Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. case 1300474
Fixed an issue where filtering in the scene view would not properly highlight the filtered objects. case 1324359
Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. case 1311377
Fixed an issue where the letter box/pillar box areas were not properly cleared when the Pixel Perfect Camera is used. case 1291224
Fixed an issue where the Cinemachine Pixel Perfect Extension might cause the Orthographic Size of the Camera to jump to 1 when the Scene is loaded. case 1249076
Fixed an issue where 2D Shadows were casting to the wrong layers [case 1300753][https://issuetracker.unity3d.com/product/unity/issues/guid/1300753/]
Fixed an issue where Light2D did not upgrade Shadow Strength, Volumetric Intensity, Volumetric Shadow Strength correctly case 1317755
Fixed an issue where render scale was breaking SSAO in scene view. case 1296710
Fixed GC allocations from XR occlusion mesh when using multipass.
SMAA post-filter only clear stencil buffer instead of depth and stencil buffers.
Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.
Fixed an issue where soft particles did not work with orthographic projection. case 1294607
Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576)
Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.
Fixed material upgrader to run in batch mode [case 1305402]
Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined
Fixed base camera to keep render texture in sync with camera stacks. case 1288105
Fixed base camera to keep viewport in sync with camera stacks. case 1311268
Fixed base camera to keep display index in sync with camera stacks. case 1252265
Fixed base camera to keep display index in sync with camera stacks for canvas. case 1291872
Fixed render pass reusage with camera stack on vulkan. case 1226940
Fixed camera stack UI correctly work with prefabs. case 1308717
Fixed an issue where Particle Lit shader had an incorrect fallback shader [case 1312459]
Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.
Fixed shadow cascade blend culling factor.
Fixed remove of the Additional Light Data when removing the Light Component.
Fixed remove of the Additional Camera Data when removing the Camera Component.
Fixed shadowCoord error when main light shadow defined in unlit shader graph case 1175274
Removed Custom.meta which was causing warnings. case 1314288
Fixed a case where shadow fade was clipped too early.
Fixed an issue where SmoothnessSource would be upgraded to the wrong value in the material upgrader.
Fixed multi editing of Bias property on lights. [case 1289620]
Fixed an issue where bokeh dof is applied incorrectly when there is an overlay camera in the camera stack. case 1303572
Fixed SafeNormalize returning invalid vector when using half with zero length. [case 1315956]
Fixed lit shader property duplication issue. case 1315032
Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. [case 1300367]
Fixed an issue where SSAO would sometimes not render with a recently imported renderer.
Fixed a regression where the precision was changed. case 1313942
Fixed an issue where motion blur would allocate memory each frame. case 1314613
Fixed an issue where using Camera.targetTexture with Linear Color Space on an Android device that does not support sRGB backbuffer results in a RenderTexture that is too bright. [case 1307710]
Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs. case 1278390
Fixed errors when the Profiler is used with XR multipass. case 1313141
Fixed materials being constantly dirty.
Fixed double sided and clear coat multi editing shader.
Fixed issue where copy depth depth pass for gizmos was being skipped in game view case 1302504
Fixed an issue where transparent objects sampled SSAO.
Fixed an issue where Depth Prepass was not run when SSAO was set to Depth Mode.
Fixed depth of field pass usage on unsupported devices. case 1327076
Fixed an issue where SMAA did not work for OpenGL case 1318214
Fixed an issue with Shader Graph Lit shaders where the normalized view direction produced incorrect lighting. [1332804]
Fixed return values from GetStereoProjectionMatrix() and SetStereoViewMatrix(). case 1312813
Fixed CopyDepthPass incorrectly always enqueued when deferred rendering mode was enabled when it should depends on the pipeline asset settings.
Fixed renderer post processing option to work with asset selector re-assing. case 1319454
Fixed post processing to be enabled by default in the renderer when creating URP asset option. case 1333461
Fixed shaderGraph shaders to render into correct depthNormals passes when deferred rendering mode and SSAO are enabled.
Fixed ordering of subshaders in the Unlit Shader Graph, such that shader target 4.5 takes priority over 2.0. case 1328636
Fixed issue where it will clear camera color if post processing is happening on XR [case 1324451]
Fixed a case where camera dimension can be zero. case 1321168
Fixed renderer creation in playmode to have its property reloaded. [case 1333463]
Fixed gizmos no longer allocate memory in game view. [case 1328852]
Fixed an issue where shadow artefacts appeared between cascades on Terrain Detail objects.
Fixed ShaderGraph materials to select render queue in the same way as handwritten shader materials by default, but allows for a user override for custom behavior. [case 1335795]
Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer
Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer
Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform
Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform
Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP
Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP
Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.
Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.
Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.
Improved URP profiling scopes. Remove low impact scopes from the command buffer for a small performance gain. Fix the name and invalid scope for context.submit() scope. Change the default profiling name of ScriptableRenderPass to Unnamed_ScriptableRenderPass.
Using the same MaterialHeaderScope for material editor as HDRP is using
Removed
Code to upgrade from LWRP to URP was removed. This means if you want to upgrade from LWRP you must first upgrade to previous versions of URP and then upgrade to this version.