How the Universal Render Pipeline unlocks games for you

In this session, learn the benefits of using the Universal Render Pipeline, how to set up your project for URP, and how to extend it for custom rendering effects.

Learn more about the Universal Render Pipeline.

Find the slides here.

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Meet our hosts
Felipe Lira Lead Graphics Programmer

Felipe is a graphics programmer and game developer. In 2016 he joined Unity’s Graphics Foundation team to work on the Universal Render Pipeline. His mission at Unity is to develop optimized and extensible graphics features while improving user workflow and tooling. He is passionate about stylized rendering, optimization, and data-oriented design.

Andre McGrail Technical Artist

André is a technical artist working on the Lightweight Render Pipeline, where he helps to refine the workflows and design of features. He has a background in digital and traditional art. Before joining Unity, he worked in advertising, animated TV, and the automotive industry. Since joining Unity in 2016 as a graphics test engineer, he has widely expanded his knowledge in shaders and real-time rendering methods.

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