This project demonstrates how to implement both traditional URP ScriptableRenderPass
and the new RenderGraph
API introduced in Unity 6.0.
- ✅ DistortionFullScreenPass implementation (Legacy & RG)
- ✅ CustomRenderObjectPass equivalent in both systems
- ✅ Partial architecture separation for clean compilation
- ✅ Version-based conditional compilation (Unity 2022.3 vs Unity 6+)
- ✅ Modular & minimal design for educational use
-
Unity 2022.3.x
For legacy URP version. Copycom.sb.urp-render-graph-bridge-example
into your project'sPackages/
folder. -
Unity 6000.x (Unity 6.x Preview)
Supports nativeRenderGraph
API. Install normally via Package Manager or local package reference.
/Runtime/ └── RenderFeatures/URPRenderGraphBridgeRenderFeature.cs # Entry point for RenderFeature └── RenderPasses/ # Legacy & RenderGraph-based passes
/Shaders/ # Reference shaders /Tests/SampleScene.unity # Demo scene with comparison output /Images/Demo.gif # Visual reference
- Open the project with Unity 2022.3 or Unity 6000+
- Open the scene at
Tests/SampleScene.unity
- Hit Play to see both legacy and RenderGraph effects in action
Unity's RenderGraph (introduced in Unity 6.0) offers better performance and clearer GPU scheduling, but many URP features were built on the older ScriptableRenderPass
system.
This example shows how to bridge the gap between these systems — perfect for:
- Porting old RenderFeatures to new Unity versions
- Learning RenderGraph in a modular, minimal setup
- Comparing architecture and behavior between the two systems