Making beautiful cross-platform content with URP
summary
A practical URP briefing that shows what was built and what changed: the Boat Attack demo runs 80 FPS on a MacBook Pro, needs shadow/cascade and LOD tweaks to hit ~60 FPS on iPhone, and drops below 10 FPS on Switch until optimizations raise it to ~30 FPS. Specific changes include 4K→2K (iPhone) and 1K single-cascade (Switch) shadowmaps, draw calls cut from ~110 to 11 with shadowmasking, SSAO costing ~5 ms on iPhone SE, FSR upscaling advised no lower than 50% resolution, and Native Render Pass halving bandwidth and shaving ~5.6 ms on an iPad Pro.
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chapters (11)
- 0:00URP and cross-platform content
- 5:49Quality levels in URP
- 14:52Anti-aliasing and upscaling
- 18:27Renderer features and passes
- 25:00URP improvements
- 27:53Platform and GPU differences
- 33:56Depth and overdraw optimization
- 41:19MSAA and render passes
- 46:40Native Render Pass for mobile
- 52:50URP future: Render Graph and Forward+
- 55:10Closing and Q&A
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