URP RenderGraph Bridge Example

This project demonstrates how to implement both traditional URP ScriptableRenderPass and the new RenderGraph API introduced in Unity 6.0.

๐Ÿงฉ Features

  • โœ… DistortionFullScreenPass implementation (Legacy & RG)
  • โœ… CustomRenderObjectPass equivalent in both systems
  • โœ… Partial architecture separation for clean compilation
  • โœ… Version-based conditional compilation (Unity 2022.3 vs Unity 6+)
  • โœ… Modular & minimal design for educational use

๐Ÿ› ๏ธ Requirements

  • Unity 2022.3.x
    For legacy URP version. Copy com.sb.urp-render-graph-bridge-example into your project's Packages/ folder.

  • Unity 6000.x (Unity 6.x Preview)
    Supports native RenderGraph API. Install normally via Package Manager or local package reference.

๐Ÿ“ Folder Structure

/Runtime/ โ””โ”€โ”€ RenderFeatures/URPRenderGraphBridgeRenderFeature.cs # Entry point for RenderFeature โ””โ”€โ”€ RenderPasses/ # Legacy & RenderGraph-based passes

/Shaders/ # Reference shaders /Tests/SampleScene.unity # Demo scene with comparison output /Images/Demo.gif # Visual reference

๐Ÿงช Getting Started

  1. Open the project with Unity 2022.3 or Unity 6000+
  2. Open the scene at Tests/SampleScene.unity
  3. Hit Play to see both legacy and RenderGraph effects in action

๐Ÿ’ก Why This Exists

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 โ€” perfect for:

  • Porting old RenderFeatures to new Unity versions
  • Learning RenderGraph in a modular, minimal setup
  • Comparing architecture and behavior between the two systems