Migrating to Render Graph - Render Graph Samples Part 1
Kick off our new Render Graph video series and learn how to migrate your project to the new Render Graph system in Unity 6 with the Universal Render Pipeline (URP).
In this episode, we walk through what the Render Graph is and show you how to transition your existing setup from ScriptableRenderPass, step by step.
You’ll learn how the Render Graph builds a dependency map of everything that needs to be drawn, helping Unity automatically optimize GPU work, merge passes, and manage memory more efficiently.
🔗 Continue learning about the Render Graph system:
Discussions:
➡️ The Render Graph viewer: https://on.unity.com/RGViewer
➡️ Understanding the Render Graph Samples: https://on.unity.com/RGSamples
Stages of rendering a frame in URP infographic: https://on.unity.com/URPInfographic
Render graph samples - part 1 (link soon)
Render graph samples - part 2 (link soon)
YouTube Tutorials:
➡️ Introduction to Render Graph in Unity 6: https://on.unity.com/IntroRenderGraph
➡️ Understanding URP and essentials - https://on.unity.com/URPEssentials
E-books:
➡️ Introduction to URP for advanced Unity creators (Unity 6 ed.): https://on.unity.com/AdvancedURP_Ebook
➡️ Create popular shaders and visual effects with the Universal Render Pipeline (Unity 6 ed.): https://on.unity.com/Ebook_shadersURP
Timestamps:
0:00 - Introduction to Render Graph
1:17 - Migration Checklist
2:02 - Using the Render Graph Viewer
2:12 - Updating a Custom Render Pass
2:59 - Creating a Tinting Renderer Feature
3:47 - Pass Data and the Execute Method
4:13 - Coding the RecordRenderGraph Method
6:33 - Creating the Tint Shader in Shader Graph
7:19 - Analyzing the Pass with Render Graph Viewer
8:28 - Frame Buffer Fetch
10:39 - Writing Shaders with Frame Buffer Macros
11:21 - Merging Passes with Frame Buffer Fetch
12:28 - Troubleshooting and Final Migration Tips
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