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Moved the existing blit page to the Compatibility section
Moved the existing blit page to the Compatibility section, reworded it a bit and added a reference to 2022 docs.
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Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md

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* [Access a texture in a custom render pass](render-graph-read-write-texture.md)
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* [Transfer a texture between render passes](render-graph-pass-textures-between-passes.md)
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* [URP blit best practices](customize/blit-overview.md)
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* [Perform a full screen blit in URP](renderer-features/how-to-fullscreen-blit.md)
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* [Draw objects in a render pass](render-graph-draw-objects-in-a-pass.md)
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* [Use frame data](accessing-frame-data.md)
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* [Analyze a render graph](render-graph-view.md)
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* [Write a Scriptable Render Pass in Compatibility Mode](renderer-features/write-a-scriptable-render-pass.md)
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* [Example of a complete Scriptable Renderer Feature in Compatibility Mode](renderer-features/create-custom-renderer-feature-compatibility-mode.md)
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* [Scriptable Render Pass Compatibility Mode API reference](renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md)
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* [Perform a full screen blit in URP in Compatibility mode](renderer-features/how-to-fullscreen-blit.md)
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* [Optimization](urp-optimization.md)
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* [Rendering Debugger](features/rendering-debugger.md)
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* [Add controls to the Rendering Debugger](features/rendering-debugger-add-controls.md)
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## Compatibility Mode
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If you enable **Compatibility Mode (Render Graph Disabled)** in [URP graphics settings](urp-global-settings.md), you can write a Scriptable Render Pass without using the [render graph API](render-graph.md).
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If you enable **Compatibility Mode (Render Graph Disabled)** in URP graphics settings, you can write a Scriptable Render Pass without using the [render graph API](render-graph.md). The setting is in **Project Settings** > **Graphics** > **Pipeline Specific Settings** > **URP** > **Render Graph**.
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> **Note**: Unity no longer develops or improves the rendering path that doesn't use the render graph API. Use the render graph API instead when developing new graphics features.
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> [!NOTE]
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> Unity no longer develops or improves the rendering path that doesn't use the [render graph API](render-graph.md). Use the render graph API instead when developing new graphics features.
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|Page|Description|
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|-|-|
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|[Write a Scriptable Render Pass in Compatibility Mode](renderer-features/write-a-scriptable-render-pass.md)|An example of creating a Scriptable Render Pass in Compatibility Mode.|
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|[Example of a complete Scriptable Renderer Feature in Compatibility Mode](renderer-features/create-custom-renderer-feature-compatibility-mode.md)|An example of a complete Scriptable Renderer Feature in Compatibility Mode.|
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|[Scriptable Render Pass API reference](renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md)|Reference for the Scriptable Render Pass API.|
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|[Perform a full screen blit in URP in Compatibility mode](renderer-features/how-to-fullscreen-blit.md)|An example that describes how to create a custom Renderer Feature that performs a full screen blit.|

Packages/com.unity.render-pipelines.universal/Documentation~/customize/blit-overview.md

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## Custom full-screen blit example
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The [How to perform a full screen blit in URP](../renderer-features/how-to-fullscreen-blit.md) example shows how to create a custom Renderer Feature that performs a full screen blit. The example works in XR and is compatible with SRP APIs.
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The [How to perform a full screen blit in URP in Compatibility Mode](../renderer-features/how-to-fullscreen-blit.md) example shows how to create a custom Renderer Feature that performs a full screen blit. The example works in XR and is compatible with SRP APIs.

Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature-compatibility-mode.md

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# Example of a complete Scriptable Renderer Feature in Compatibility Mode
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This section describes how to create a complete [Scriptable Renderer Feature](./scriptable-renderer-features/intro-to-scriptable-renderer-features.md) for a URP Renderer, if you enable **Compatibility Mode (Render Graph Disabled)** in [URP graphics settings](../urp-global-settings.md).
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This section describes how to create a complete [Scriptable Renderer Feature](./scriptable-renderer-features/intro-to-scriptable-renderer-features.md) for a URP Renderer.
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> **Note**: Unity no longer develops or improves the rendering path that doesn't use the render graph API. Use the render graph API instead when developing new graphics features.
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[!include[](../snippets/note-compatibility-mode.md)]
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This walkthrough contains the following sections:
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Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md

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# Perform a full screen blit in URP
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# Perform a full screen blit in URP in Compatibility Mode
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The example on this page describes how to create a custom Renderer Feature that performs a full screen blit.
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[!include[](../snippets/note-compatibility-mode.md)]
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## Example overview
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This example implements the following solution:
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> **Note**: To visualize the example in XR, configure the project to use XR SDK. [Add the MockHMD XR Plugin to the project](https://docs.unity3d.com/Packages/com.unity.xr.mock-hmd@latest/index.html). Set the **Render Mode** property to **Single Pass Instanced**.
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The example is complete.
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## Additional resources
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For more information on performing the blit operation in Compatibility Mode, refer to the [Using textures section in the URP 14 (Unity 2022) documentation](https://docs.unity3d.com/Packages/[email protected]/manual/working-with-textures.html).

Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md

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## Scriptable Render Pass Compatibility Mode API reference
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You can use the following methods within a Scriptable Render Pass to handle its core functions, if you enable **Compatibility Mode (Render Graph Disabled)** in [URP graphics settings](../../urp-global-settings.md).
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You can use the following methods within a Scriptable Render Pass to handle its core functions.
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> **Note**: Unity no longer develops or improves the rendering path that doesn't use the render graph API. Use the render graph API instead when developing new graphics features.
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[!include[](../../snippets/note-compatibility-mode.md)]
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| **Method** | **Description** |
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| ---------- | --------------- |

Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/write-a-scriptable-render-pass.md

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# Write a Scriptable Render Pass in Compatibility Mode
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If you enable **Compatibility Mode (Render Graph Disabled)** in [URP graphics settings](../urp-global-settings.md), you can write a Scriptable Render Pass without using the [render graph API](../render-graph.md).
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> **Note**: Unity no longer develops or improves the rendering path that doesn't use the render graph API. Use the render graph API instead when developing new graphics features.
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[!include[](../snippets/note-compatibility-mode.md)]
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The following example is a `ScriptableRenderPass` instance that performs the following steps:
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> [!NOTE]
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> Unity no longer develops or improves the rendering path that doesn't use the [render graph API](render-graph.md). Use the render graph API instead when developing new graphics features. To use the instructions on this page, enable **Compatibility Mode (Render Graph Disabled)** in URP graphics settings (**Project Settings** > **Graphics**).

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