A Complete Guide to Unity's Universal Render Pipeline, URP
What you'll learn
- Learn how to setup a Unity URP project
- Learn how to convert a Built-in Render Pipeline project to URP
- Learn about Lighting and Shadows when using URP
- Learn to use and create Renderer Features
- Learn about post processing using URP
Requirements
- A beginner level knowledge of the Unity Editor is assumed
- Basic C# knowledge is assumed for some lectures
Description
Hi, I’m Nik Lever and I’ve been working with the URP team at Unity since September 2021. In this course I’ll show you how to use Unity’s Universal Render Pipeline (URP).
In 2018, Unity released two new Scriptable Render Pipelines (SRPs): the High Definition Render Pipeline (HDRP) and the Universal Render Pipeline (URP). At some stage URP will replace the Built-in render pipeline so it makes sense to learn how to use the new pipeline. I’ll show you how easy it is to customise the render using features of URP.
This course is intended to help Unity developers and technical artists get the best from the Universal Render Pipeline (URP). You’ll learn how to:
Set up URP for a new project, or convert an existing Built-in Render Pipeline-based project to URP.
How to set up lighting in URP
About shaders, and special effects for URP.
We’ll look at the callbacks in URP and how they differ from the Built-in Render Pipeline.
And we look at performance optimisation in URP, and more.
As you’ll learn in this course using SRP architecture provides deep flexibility and customization, enhanced performance across the gamut of supported and future platforms, and quick iteration to unleash your creativity.
Multiplatform deployment is a key factor in the success of many games. Players often play the same game on different devices, such as console and mobile, meaning Unity developers require rendering options that scale up and down for numerous devices, with as few steps and little complexity as possible. URP is a perfect solution.
After several years of dedicated development, URP technology is now solid and production ready. This course will help you leverage its benefits for the successful development of your games. As I said, in the future the default pipeline for Unity will become URP, so it’s high time you understood this technology.
To work along with the course, you’ll need Unity 2021 LTS or more recent. The course resources come as two projects, URP Course – Complete and URP Course – Code Along. If you want to code along with the videos, then use the code along version. But, I’m guessing you worked that out already.
It's time to make the switch to URP and I'll make it as easy as possible.
Student feedback:
"Been fumbling my way around URP on my own for a while. This course clarified a lot of things for me and introduced me to some new options and concepts. ... I learned a lot. More than I was expecting. And I definitely see myself coming back to sections of this course for reference in the future."
"Great and deep course, including lots of subjects in quite some depth and never going easy on the student. I was hoping to get an overview over what URP was roughly about and instead got a deep dive that I never expected in such a short time, with lots of points for where to go next with web links, PDFs, docs and videos. Highly recommended!"
"Really useful information on Unity's URP. Well presented and clearly explained with lots of practical examples to work through."
Who this course is for:
- Developers thinking of moving to using URP from the Built-in Render Pipeline
- Developers planning to use URP for a new project
- Developers wanting to get the best performance from URP
Instructor
After getting a degree in Graphic Design, I started work in 1980 as a cartoon animator. Buying a Sinclair ZX81 back in 1982 was the start of a migration to a full time programmer. The ZX81 was quickly swapped for the Sinclair Spectrum, a Z80 processor and a massive 48K of ram made this a much better computer to develop games. I developed a few games using Sinclair Basic and then Assembler. The Spectrum was swapped for a Commodore Amiga and I developed more games in the shareware market, moving to using C. At this stage it was essentially a hobby. Paid work was still animated commercials.
I finally bought a PC in the early nineties and completed an Open University degree in Maths and Computing. I created a sprite library ActiveX control and authored my first book, aimed at getting designers into programming. In the mid nineties along came Flash and the company I was now running, Catalyst Pictures, became known for creating games.
Since then the majority of my working life has been creating games, first in Flash and Director, as Director published the first widely available 3D library that would run in a browser using a plugin.
In recent years game development has involved using HTML5 and Canvas. Using both custom code and various libraries. A particular preference is to use the latest version of Adobe Flash, now called Animate that exports to the Javascript library Createjs.
I've worked for the BBC. Johnson and Johnson. Deloitte, Mars Corporation and many other blue chip clients. The company I've run for over 30 years has won a number of awards and been nominated for a BAFTA twice, the UK equivalent to the Oscar.
Over the last 20 years I have been struck by just how difficult it has been to get good developers and have decided to do something about this rather than just complain. I run a CodeClub for kids 9-13 years old and I'm developing a number of courses for Udemy hoping to inspire and educate new developers. Most of my courses involve real-time 3d either using the popular Open Source library Three.JS or Unity. I'm currently having a lot of fun developing WebXR games and playing with my Oculus Quest.