Is there any chance that one day this will go away?Like one RP?
Atm situation is terrible and like me low budget,
when i buy assets some of them offer URP some HDRP and some SRP ,its total mix and now to be safe u need buy one asset 3 times all cuz of this…When i want build something i know i have some Models ready for it,and then i just face that this not work in URP,something else works only on SRP,some HDRP.
I today buy bundle with Environment SRP, and looks like it works only in URP,HDRP
when other assets works in SRP only…
Sorry for my ENG ![]()
No
Because both HDRP and URP are SRPs. By definition if something is working on all SRPs, that means it is working on both HDRP and URP. I think you’re mixing up SRP with BiRP (the Built-in Render Pipeline), which IS NOT an SRP by definition.
SRP = Scriptable Render Pipeline, which BiRP is not.
If you want to use one pipeline, stick to either the BiRP or to URP.
Also the compatibility sometimes just means the shaders need to be updated. Sometimes they can be updated by the Wizards in the SRPs.
And I seriously hope, they won’t go away.
No.
In many cases assets can be converted, but this has to be done manually.
There’s also an option of making your own assets in pipeline you’re most comfortable with, without buying 3rd party ones.
Note that SRP sometimes refers to Standard Rendering Pipeline which is the built-in pipeline. It can get confusing sadly.
@Aress28
As someone with about 200 assets on their account I shall tell you something: Resist the weird urge of feeling like “missing out” if you do not buy what you think you will only need months later!
Why would you ever buy for the different pipelines if you know what pipeline your current project uses?
Especially with assets that actually are worth buying because of good support etc. it is rather unlikely that they will disappear from the store. So keep them in your fave lists until you actually need them and then buy for the right pipeline.
As for a pipeline going away, I’d tend to believe that in 3-5 years the built-in will be officially depreciated. Yet there still will be indie games based on it for years longer for sure.
Afterwards it’s URP for Indies + Mobile and HDRP for Studios. That makes sense once URP has been lifted to the same usability as the built-in.
I don’t know why people consider HDRP not for indies ?
I would only say that URP is for low spec and hdrp for high spec targets.
No it doesn’t. Everyone calls it built-in for a reason.
It is never called that. It is “built in”. SRP is “scriptable”.
Never say “never.” It might not be correct but I have definitely seen people use “standard pipeline” on these forums.
SRP around these forums is a common swear word. Perhaps it was called it once or twice but now it is BiRP, or Built-in Render Pipeline.
(Joking aside, both Unity and the forum refer to the built-in pipeline as built-in or BiRP)
I haven’t in the last few years, must be looking in the wrong places. In any case it’s 100% incorrect to refer to it as that, according to Unity. Unity call SRP “Scriptable Render Pipeline” and that’s the end of it.
Not least because “standard” is really, really the wrong message to send about the Built-In rendering pipeline that will not get new features, and is already falling behind.
Universal is probably a fair bit ahead than old BiRP is. For starters, you get Forward, Forward+, Deferred, working transparent shadow receivers, VFX, AMD FSR, Spacewarp, BRG (Batch Renderer Group - extremely efficient rendering), DOTs support, Hybrid Renderer and so on…
So yeah BiRP’s legacy, not standard. Sorry ![]()
It’s on long term maintenance now. Served us all well but times have moved on. BRG stuff just is the last nail in the coffin since performance is going to be night and day between them in the long term.
I think it probably is likely to have been referred to as standard, even by me in the distant past, but I do not recall doing so since Unity started calling it Built-In Render pipeline, and anyone calling it standard now is just using words that existed before Unity decided on the naming for these things.
Unity’s plan for this is “Universal Render Pipeline” (URP) now with HDRP for the high-end stuff.
BiRP - does not use SRP
URP - uses SRP
HDRP - uses SRP
Hopefully someone doesn’t mention LWRP.
I think that’s what they were going for back when it was LWRP and HDRP, but I’m pretty sure they’ve changed their minds on this. Now URP is supposed to be a scalable one-size-fits-all renderer that can do desktop and mobile. It’s more like the built-in render (hence the name change from LWRP to URP). HDRP is only for those who need crazy AAA-quality graphics. I think the intent now is that most people will use URP from now on.
URP and HDRP are still relatively new and people have different ideas about whether these renderers are “ready” or not, so the Asset Store is still something like 80%-90% built-in renderer for now. If the description of the asset doesn’t specifically say it’s for URP or HDRP in the description, then it’s almost definitely for built-in.
There are also missing features.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/universalrp-builtin-feature-comparison.html
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@13.1/manual/Feature-Comparison.html
For URP the annoying thing is limit on total number of lights. The restriction is on the level of First Hardware T&L cards from early 2000s.
For HDRP the problem is lack of stacking. Plus lower number of VR devices is supported.
Also, shadergraph does not support “clip” instruction, meaning shaders are less hackable.
Forward+ fixes this as does deferred. If you were using that many lights in built-in on forward, your framerate would be far less than URP. I honestly don’t get your reasoning at all.
It is like saying car A goes faster in first gear than car B. Why would either remain in first gear?
2021.2 already has deferred rendering, that supposed to eliminate the light limit (trading for other problems, BiRP also has). And the Forward+ is in progress which hopefully will eliminate most of this tradeoff.
The way I see it, the newer version of pipieline should be able to do everything the old one can do, and that means having no limit on number of lights. If there’s an inherent limitation, then the limitation should be dealt with by the framework and not by the user.
Seeing a light number limit in 2020 brings back memories of the hardware T&L cards. Back when vertex lighting was the most common way to do it, a hardware T&L card could support 4…8 simultanoues lights total. Software T&L, however supported 256.

If we are talking features, then built-in got left behind a long time ago. And T&L wasn’t even the actual lighting, merely acceleration structures that no longer exist in modern GPUs for any engine having been replaced.
Both engines and GPUs have had to move forward. That is why Built-in is a poor fit for many forward facing features. I do not see any value in built-in once Forward+ arrives for URP and people start using BRG API.
I agree. The problem is that URP isn’t a newer version of the BiRP.
Of course it will, just not any time soon to matter to me and you.
I would say we have about 2-3 more years of active development on URP and HDRP before they are left to rot while Unity works at some new replacement for another 5 years.
Got to wonder why Unity chose to with clear decision making, to make two graphics engines and not share the work between them even though both are based on SRP.
For example with Universal, they made the decision to support hardware that includes compute shaders and did away with the really old legacy support, yet they do not want to bring raytracing to URP.
Instead they do that work in HDRP. So you cannot have a project that scales from low to high and we all know in hindsight, Unity could’ve done it.
So no, I don’t think you made a stupid comment.