Introduction to Shader URP in Unity


Preface

In this article, we mainly introduce what URP (Universal Rendering Pipeline) in Unity is


一、URP(Universal Render Pipeline)

As you can tell from the name, this is a general rendering pipeline

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1. Universal

  • Windows and UWP
  • Mac and IOS
  • Android
  • Xbox One
  • PlayStation4
  • Nintendo Switch
  • WebGL
  • All current VR platforms

2. The origin of URP

  • Before Unity2018, Unity has always used Build-in Render Pipeline (built-in rendering pipeline)

When Unity used the built-in rendering pipeline in the early days, it was designed to adapt to more game platforms. Therefore, when using a certain function, if we only develop on a single platform, we will use many complex functions that are adapted to other platforms.


2. Build-in Render Pipeline (built-in rendering pipeline)

  • The built-in rendering pipeline contains two parts: LWRP and HDRP. The future mainstream will be URP and HDRP.

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1、LWRP(Light Weight Render Pipeline)

The lightweight rendering pipeline is mainly adapted to the high and low configurations of multiple platforms, that is, it is the main part of the built-in rendering pipeline. However, in the early days, because the name was too low, many people mistakenly chose HDRP for development.

2、HDRP(High Definition Render Pipeline)

The high-definition rendering pipeline is mainly adapted for high-end host platforms.

3、URP(Universal Render Pipeline)

Because LWRP is too low, many people use it incorrectly. In the later upgrade, Unity changed LWRP to URP to implement a universal rendering pipeline. The syntax and algorithm have not changed much from the original ones.

4. Scriptable Render Pipline (programmable rendering pipeline)

This is generally done by the graphics program using C# to debug and maintain it, and customize the rendering method of this rendering pipeline in detail.

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転載: blog.csdn.net/qq_51603875/article/details/134966421