Overview
Tested with: Unity 2022.3 LTS / Unity 6
"Which one should I choose when creating a project?" "I don't understand the difference between URP and HDRP..." "Can I switch later?"
When starting a Unity project, choosing a render pipeline can be confusing. A render pipeline is the system Unity uses to render (draw) graphics. It controls how 3D/2D objects are displayed on screen and manages lighting, shadows, post processing, and other rendering tasks.
Custom SRP: Unity also allows you to build custom render pipelines (Scriptable Render Pipeline), but this is for advanced users and is not covered in this article.
Three Types of Render Pipelines
Unity offers three types of render pipelines.
| Pipeline | Characteristics | Primary Use |
|---|---|---|
| Built-in | Legacy default, simple | Legacy projects, game jams |
| URP | Lightweight, optimized, broad support | Mobile, VR, new projects in general |
| HDRP | High-end, photorealistic | AAA titles, architectural visualization |
Comparison Table
Visual Quality and Performance
| Category | Built-in | URP | HDRP |
|---|---|---|---|
| Visual quality | Good | Good | Excellent (Best) |
| Performance | Good | Excellent (Lightest) | Fair (Heavy) |
| New feature support | No | Yes | Yes |
Platform Support
| Platform | Built-in | URP | HDRP |
|---|---|---|---|
| Windows/Mac/Linux | Yes | Yes | Yes |
| iOS/Android | Yes | Yes | No |
| Switch | Yes | Yes | No |
| WebGL | Yes | Yes | No |
| PlayStation/Xbox | Yes | Yes | Yes |
| VR (Desktop) | Yes | Yes | Yes |
| VR (Mobile) | Yes | Yes | No |
Built-in Render Pipeline
Characteristics
This is Unity's long-standing default render pipeline.
- Simple and easy to use
- Works without any complex configuration
- High compatibility with older assets
- Proven track record over many years
- No new features planned
Advantages
- No setup required
- Low learning curve
- Older assets work as-is
- Abundant documentation and community resources
- Easy to troubleshoot
Disadvantages
- Rendering is not optimized (high batch count)
- Cannot use newer features like VFX Graph or 2D Lighting (Shader Graph is supported from Unity 2021.2, but with limitations such as no Lit Shader Graph support)
- Lower performance compared to URP
Suitable Projects
- Game jams and prototyping (when you want to skip setup)
- When you need to use older assets
- Maintenance of legacy projects
Universal Render Pipeline (URP)
Characteristics
A newer render pipeline developed as the successor to Built-in (formerly known as LWRP).
- Supports all platforms
- Lightweight and optimized rendering
- Access to Shader Graph, VFX Graph, and other new features
- 2D Lighting support
- Intended to become Unity's standard going forward
2D vs 3D templates: When using URP for 2D games, select the "2D (URP)" template when creating a project. The 2D Renderer is pre-configured, and 2D Lighting is ready to use immediately.
Advantages
- Lightest rendering (lowest batch count)
- Scales from mobile to high-end PC
- Access to new features
- Covers most Built-in features (though Surface Shaders are not supported)
- Continued feature additions planned
- Customizable (add rendering passes with C#)
Forward vs Forward+ Rendering Paths
| Path | Light Limit | Supported Version |
|---|---|---|
| Forward | Up to 4 real-time lights | Unity 2019+ |
| Forward+ | Significantly relaxed (supports hundreds) | Unity 2022.2+ |
Forward+: Effective for scenes with many lights. Switchable via "Rendering Path" in the URP Renderer Data.
Disadvantages
- Migration from Built-in requires effort
- Some older assets may have compatibility issues
- Setup is required
- Surface Shaders are not supported - Custom shaders may need to be rewritten
Suitable Projects
- Mobile games
- VR games
- 2D games
- Performance-focused projects
- Projects targeting a wide range of platforms
- New projects in general
High Definition Render Pipeline (HDRP)
Characteristics
A render pipeline specialized for high-end graphics.
- AAA-quality photorealistic rendering
- Physically Based Rendering (PBR)
- Physically based lighting (Physical Light Units)
- Physical camera (uses real-world camera units)
- Advanced material representation
- Volumetric rendering and ray tracing support
Advantages
- Highest quality graphics
- Photorealistic rendering possible
- Real-world units available (physically based)
- Ray tracing support
Disadvantages
- High processing cost
- Requires high-end PC or console
- Mobile, Switch, and WebGL are not supported
- Complex setup, steep learning curve
- Understanding of physical principles is needed
Suitable Projects
- Games requiring AAA-quality photorealistic 3D visuals
- High-end PC games
- Architectural visualization
- Film production
Selection Guidelines
When to Choose URP
- Building a mobile game
- Building a VR game
- Performance is a priority
- Targeting a wide range of platforms
- Want access to new features
- When in doubt, go with URP
When to Choose HDRP
- AAA-quality photorealistic visuals required
- High-end PC and console exclusive
- Architectural visualization
- Film production
When to Choose Built-in
- Game jams and prototyping (skip setup overhead)
- Need to use older assets
- Maintenance of legacy projects
Feature Comparison
Shaders
| Feature | Built-in | URP | HDRP |
|---|---|---|---|
| Shader Graph | Limited (2021.2+, with restrictions) | Yes | Yes |
| Surface Shader | Yes | No | No |
Built-in Shader Graph limitations: Shader Graph is available for Built-in RP from Unity 2021.2, but Lit Shader Graph is not supported. Only Unlit is available, so lighting-enabled shaders must be written in HLSL.
Other Features
| Feature | Built-in | URP | HDRP |
|---|---|---|---|
| VFX Graph | No | Yes | Yes |
| 2D Lighting | No | Yes | No |
| Volumetric Fog | No | No | Yes |
| Ray Tracing | No | No | Yes |
| Decals | No | Yes | Yes |
Migration
Migrating from Built-in to URP
Using the Render Pipeline Converter
- Open
Window > Rendering > Render Pipeline Converter - Select the source (Built-in) and target (URP) on the left
- Check conversion items:
- Material Upgrade: Converts materials to URP-compatible versions
- Animation Clip Converter: Converts animation clips
- Read-only Material Converter: Converts materials inside packages
- Click Initialize Converters
- Review the targets and click Convert Assets
Post-Migration Adjustments
- Convert materials (Render Pipeline Converter)
- Adjust lighting (brightness may change)
- Reconfigure post processing (to URP's Volume-based post processing)
- Rewrite custom shaders (if needed)
Migration Considerations
- Some assets may not be compatible
- Custom shaders will need to be rewritten
- Lighting appearance may change
- Performance needs to be re-measured
Consider the project's scale and remaining timeline before deciding. For large projects with tight deadlines, it is safer not to migrate.
Unity 6 (2025) changes: In Unity 6, Render Graph is enabled by default in URP. However, you can use Compatibility Mode to keep existing Renderer Features working. During the transition period, leverage Compatibility Mode and gradually migrate to Render Graph.
Summary
Unity offers three types of render pipelines.
| Pipeline | In a Nutshell |
|---|---|
| Built-in | Legacy default, simple but no new features |
| URP | Lightweight, optimized, supports all platforms |
| HDRP | High-end, photorealistic, high processing cost |
For new projects, URP is generally the safest choice. When in doubt, choose URP.
If you need photorealistic rendering and are targeting high-end platforms exclusively, choose HDRP. For game jams or prototyping where you want to skip setup, Built-in is also an option.
Suggested Reading
- If you chose URP -> Getting Started with Post Processing to set up Bloom and Color Grading
- If you want to create shaders -> Getting Started with Shader Graph for node-based shader creation