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Skill · Version 1.0.0

Unity URP Render Graph

Implements Unity URP rendering effects with explicit texture inputs, outputs and lifetimes. Matches the installed pipeline so camera stacking, resizing and temporary resources behave correctly.

unity-urp-render-graph

Agents using this skill

See how it helps

When is it useful?

Use it when migrating a renderer feature or diagnosing effects broken by camera stacking, dynamic resolution or frame-local textures.

What does it help you do?

  • Declares pass inputs, outputs and injection points explicitly.
  • Keeps texture handles frame-local with correct read/write dependencies.
  • Matches dynamic resolution, MSAA, XR and camera ownership.

Try asking this

Migrate a Unity fullscreen damage effect to the installed URP Render Graph path. Declare color and depth dependencies, use a supported destination texture and limit the effect to intended cameras. Test toggling, window resizing and camera stacking, then inspect frame captures for unnecessary copies or resources retained beyond their frame.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

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URP Renderer Features and Render Graph

Inspect the active URP asset/renderer for each quality tier, package version, graphics API, XR and Render Graph setting. Preserve the project's supported compatibility path unless migration is requested.

  • Define the pass inputs, outputs and injection point before implementation. Camera color, depth, normals and intermediate textures have distinct availability and format requirements.
  • Use the installed RecordRenderGraph APIs and declare texture reads, attachments and access flags. Pass data and the render callback must agree with the declared dependencies; otherwise culling or ordering can invalidate the result.
  • Treat graph TextureHandle values as graph/frame-local. Do not cache them across frames; persistent external resources need deliberate lifetime, import and release through supported APIs.
  • Avoid reading and writing the same texture unless the specific supported pass model permits it. Use a separate destination or the documented blit path and account for back-buffer restrictions.
  • Match descriptors to camera dimensions, dynamic resolution, MSAA and XR texture layout. Avoid hardcoded screen sizes or formats that break the target graphics API.
  • Guard which cameras run the effect: game, scene, preview and stacked cameras can otherwise apply it twice. Scope material/resource creation and dispose owned resources.
  • Compare Render Graph Viewer/Frame Debugger and target captures. Investigate copies, bandwidth, unnecessary intermediates and pass merges before claiming an optimization.

Verify compilation on the installed URP version, camera stacking, effect toggling, resize/dynamic resolution and the intended target. Do not copy legacy cmd.Blit recipes blindly into a graph pass.

Reference: Write a URP Render Graph pass, selecting the project's Editor version.

Included files 2

  • LICENSE.txt
  • SKILL.md