URP Documentation has this feature comparison table showing feature parity with Built-in RP,
e.g. telling what is supported and not yet supported.
This blog post shows the comparison in terms of usage.
Based on Unity 2020.2.2f1 + URP 10.2.2
Author: Ming Wai Chan (CMW Dexint)
Stereogram
Visual study
A picture will be visually looking good when all these things are right.
– silhoutte
– composition
– structure
– layers
– colors
– greyscale
– 2 level shading
(not talking about concept / ideas / stories etc..)
Color Notes
I picked a few pictures that I specifically like the color. Now I understand why…
Useful links
https://color.adobe.com/create/color-wheel
Neutral color = black, white, grey, skin
so these color doesn’t count
URP and GPU instancing & MPB
Tested with: 2020.1.0b16.4138 + URP 9.0.0-preview.38, Windows DX11
Objects with same material & same property values
SRP batcher ON material GPU instancing OFF | SRP batched |
SRP batcher ON material GPU instancing ON | SRP batched (because if SRP batcher is ON, gpu instancing will be ignored) |
SRP batcher OFF material GPU instancing ON | GPU instanced |
Objects with different material & different property values
SRP batcher ON material GPU instancing OFF | SRP batched |
SRP batcher ON material GPU instancing ON | SRP batched (because if SRP batcher is ON, gpu instancing will be ignored) |
SRP batcher OFF material GPU instancing ON | Not batched nor instanced (expected because they are different materials) |
Objects with same material & different property values set by MaterialPropertyBlock
SRP batcher ON material GPU instancing OFF | Not batched nor instanced (because MPB values are not same) |
SRP batcher ON material GPU instancing ON | Not batched nor instanced (same as above) |
SRP batcher OFF material GPU instancing ON | Not batched nor instanced (because properties are non-instanced) |
According to Unity Documentation about GPU instancing, user can use MaterialProperyBlock to have different material properties for each instances.
Apparently the test showed that this is not true anymore in Universal Render Pipeline.
Reason:
URP shader properties are all wrapped by SRP batcher macros “CBUFFER_START(UnityPerMaterial)”.
GPU instancing need to use this macro “UNITY_INSTANCING_BUFFER_START(MyProps)”
Solution:
Minigame made by using ECS uTiny
This is my hack week project. First time trying to play with DOTS. Still not really sure how DOTS work after the week but getting components data are so easy and incredibly fast…
3D scene need Linear but UI need Gamma
update: including UniversalRP (URP) workaround at bottom!
Having this problem?
https://forum.unity.com/threads/gamma-colors-for-ui-and-linear-for-scene.529923/
Looking for a way to make only the UI matches to what is designed in Photoshop? Don’t want artists to change any workflow because you are in the middle of development? Try this.
Draw calls VS batches
For example static batching:
groups objects to 1 big batch -> this 1 big batch contains many fast and cheap draw calls
expensive draw calls = many changes between draw calls
Unity profiler shows no. of batches
Render doc shows no. of draw calls
Particle system job system
Unity’s 2D animation v2 tool
Played with it a bit and it’s very handy!
Available in latest 2018.3. Official sample project :
https://github.com/Unity-Technologies/2d-animation-v2-samples