This project demonstrates how to implement both traditional URP ScriptableRenderPass and the new RenderGraph API introduced in Unity 6.0.
- β DistortionFullScreenPass implementation (Legacy & RG)
- β CustomRenderObjectPass equivalent in both systems
- β Partial architecture separation for clean compilation
- β Version-based conditional compilation (Unity 2022.3 vs Unity 6+)
- β Modular & minimal design for educational use
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Unity 2022.3.x
For legacy URP version. Copycom.sb.urp-render-graph-bridge-exampleinto your project'sPackages/folder. -
Unity 6000.x (Unity 6.x Preview)
Supports nativeRenderGraphAPI. Install normally via Package Manager or local package reference.
/Runtime/ βββ RenderFeatures/URPRenderGraphBridgeRenderFeature.cs # Entry point for RenderFeature βββ RenderPasses/ # Legacy & RenderGraph-based passes
/Shaders/ # Reference shaders /Tests/SampleScene.unity # Demo scene with comparison output /Images/Demo.gif # Visual reference
- Open the project with Unity 2022.3 or Unity 6000+
- Open the scene at
Tests/SampleScene.unity - Hit Play to see both legacy and RenderGraph effects in action
Unity's RenderGraph (introduced in Unity 6.0) offers better performance and clearer GPU scheduling, but many URP features were built on the older ScriptableRenderPass system.
This example shows how to bridge the gap between these systems β perfect for:
- Porting old RenderFeatures to new Unity versions
- Learning RenderGraph in a modular, minimal setup
- Comparing architecture and behavior between the two systems