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If you want to use the Universal Render Pipeline (URP) in a new Project, you can create a new Project using a Template.
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To create a URP Project using a Template:
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To explore various features of the Universal Render Pipeline (URP), create a new Project with 3D Sample Scenes.
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1. Open the Unity Hub.
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2. On the Home page, click **New** to start a new Project. The Templates popup appears.
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3. Select the Universal Render Pipeline Template.
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4. Click **Create**. Unity creates a new Project for you. The new Project has URP installed and configured, and includes some example content that demonstrates URP's functionality.
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5. In the Project window, navigate to the _Assets_ folder, and select the **Readme** Asset. Unity will show information about the Project in the Inspector window.
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2. On the Home page, click **New project** to start a new Project.
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3. In the **Sample** tab, select **3D Sample Scenes (URP)**.
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4. Click **Create project**. Unity creates a new project with URP installed and configured, and includes example content that demonstrates URP features.
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/known-issues.md
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This page contains information on known issues you may encounter when using URP.
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## Long build times when using the Forward+ Rendering Path
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Due to the wide variety of use cases, target platforms, renderers, and features used in projects, certain URP configurations can result in a large number of shader variants. That can lead to long compilation times.
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Long shader compilation time affects both player build time and the time for a scene to render in the Editor.
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The per-camera visible light limit value affects the compilation time for each **Lit** and **Complex Lit** shader variant. In the Forward+ Rendering Path, on desktop platforms, that limit is 256.
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Refer to the following page to learn how to reduce the build time in the Forward+ Rendering Path by reducing the maximum number of visible lights:
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*[Reduce build time in Forward+ Rendering Path](rendering/forward-plus-rendering-path.md#reduce-build-time)
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## When importing the URP package samples, Unity does not set the necessary URP asset in Quality > Render Pipeline Asset<aname="urp-samples-known-issue-1"></a>
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When importing the URP package samples, Unity does not set the necessary URP asset in **Quality** > **Render Pipeline Asset**, and certain sample rendering effects do not work.
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md
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## Limitations
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The Forward+ Rendering Path has no limitations compared with the Forward Rendering Path.
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## Reduce build time
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Due to the wide variety of use cases, target platforms, renderers, and features used in projects, certain URP configurations can result in a large number of shader variants. That can lead to long compilation times.
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Long shader compilation time affects both player build time and the time for a scene to render in the Editor.
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The per-camera visible light limit value affects the compilation time for each **Lit** and **Complex Lit** shader variant. In the Forward+ Rendering Path, on desktop platforms, that limit is 256.
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This section describes how to reduce the shader compilation time by changing the default maximum per-camera visible light count.
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### Change the maximum number of visible lights
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> [!NOTE]
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> This instruction describes a workaround for a limitation in the URP design. This limitation will be mitigated in one of the future Unity versions.
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The [Universal Render Pipeline Config package](../URP-Config-Package.md) contains the settings that define the number of maximum visible light. The following instructions describe how to change those settings.
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> [!NOTE]
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> If you upgrade the Unity version of your project, repeat this procedure.
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1. In your project folder, copy the **URP Config Package** folder from `/Library/PackageCache/com.unity.render-pipelines.universal-config` to `/Packages/com.unity.render-pipelines.universal-config`.
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2. Open the file `/com.unity.render-pipelines.universal-config/Runtime/ShaderConfig.cs.hlsl`.
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The file contains multiple definitions that start with `MAX_VISIBLE_LIGHT_COUNT` and end with the target platform name. Change the value in brackets to a suitable maximum in-frustum per-camera light count for your project, for example, `MAX_VISIBLE_LIGHT_COUNT_DESKTOP (32)`.
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For the **Forward+** Rendering Path, the value includes the Main Light. For the **Forward** Rendering Path, the value does not include the Main Light.
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3. Open the file `/com.unity.render-pipelines.universal-config/Runtime/ShaderConfig.cs`.
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The file contains multiple definitions that start with `k_MaxVisibleLightCount` and end with the platform name. Change the value so that it matches the value set in the `ShaderConfig.cs.hlsl` file, for example `k_MaxVisibleLightCountDesktop = 32;`.
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4. Save the edited files and restart the Unity Editor. Unity automatically configures your project and shaders to use the new configuration.
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Now the Player build time should be shorter due to the reduced compilation time for each shader variant.
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