Render Pipelines strategy for 2026

Hey everyone. Thank you for all your replies. They tell me everyone here cares about the future of Unity, and that’s just amazing to see :slight_smile:

I’d like to respond to @Redrag0n, but I think it’ll help if I introduce myself first.

I spent the last 10 years as a graphics programmer on the Demo Team, working on every flagship demo. Time Ghost, Enemies, The Heretic, Book of the Dead, Adam, Blacksmith, and a few more. Our main responsibility was to make sure all the advancements make it into Unity releases, into your hands. Before that I worked on BiRP, all the way back to 2009, when we were just a handful of devs committing code straight to svn trunk.

I am now responsible for both Render Pipeline teams, the Lighting team, and the VFX and Shader Graph team.

With that out of the way, I need to say: We are committed to high quality graphics. I care about high quality graphics.

Unity is about being the best possible gamedev tool on all the platforms we support. That includes scaling down our rendering techniques to the most constrained mobile devices, but also scaling up to consoles and powerful desktops, taking advantage of the capabilities there.

Very importantly: high quality graphics are also a productivity feature. PBR was developed to create energy-conserving consistency, and to escape endless arbitrary parameter tweaking on every material and light. Whether the art style is stylized or realistic, it can benefit from physically-based light transport and energy conservation. Real-time GI can be a “make my game look nice” button. Volumetric fog is faster to set up (and more dynamic, better lit, more optimizable) than baking out flipbooks and putting them on hand-placed billboards. Etc, etc. So it’s not only about maximally pretty pixels, but also about getting to great results fast, instead of arting your way around technical limitations.

URP vs HDRP as a path forward. The strength of HDRP lies primarily in its leafy features. The strength of URP lies in its architecture, extensibility, and Render Graph. And more users of course, due to its platform reach. As a result, we believe we can move much faster, if we build high quality graphics by developing URP into the render pipeline. Modern, extensible, with capabilities surpassing HDRP, but scaling down to low-end devices within a single authoring workflow.

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