Unified Rendering feature list

Will Unified Rendering work merge all the features of hdrp and urp together into one single pipeline or some of features of hdrp and/or urp will be removed at Unified Rendering for the first release?

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Hi :slight_smile:

The Unified Rendering is focused on bringing URP and HDRP closer together by unifying key underlying systems, extension APIs, and workflows. However, for the first release, it will not immediately merge all features of both pipelines into a single one. Instead, the goal is to maintain and improve their core strengths while iteratively aligning them over time.

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One more question. Will Unified Rendering significantly improve build time compared to URP and HDRP?

Will Unified Rendering based on URP (it just seems to me that the new Render Graph on URP is a lead-in to Unified)? Or is it a new pipeline with “URP and HDRP closer together”?

Highly unlikely, Unified Rendering will simply unify many things like Materials and Shaders so the same set of assets could work on both URP and HDRP in a Unified RP I imagine

But in practice it may be yet another pipeline added to the mix and confusion.

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it’s a seamless toggle between URP and HDRP modes i’m pretty sure. But they’ll be named differently than URP and HDRP just different modes like switching between forward and deferred.

This change has already been in progress and some of it is evident in current versions, unified just pushes the current changes further. I don’t expect much confusion out side some name changes.

We appreciate the feedback on Unified Rendering. To clarify, this is not a merger of URP and HDRP into a single pipeline from one day to the other but an iterative process to unify key systems, APIs, and workflows while preserving their strengths.

A single, unified pipeline remains our long-term north star, but we are taking a gradual approach, ensuring stability and data compatibility before major changes. URP and HDRP will continue to be supported separately to avoid forcing an abrupt transition.

To improve interoperability, we are aligning data structures, authoring workflows, and execution frameworks, making it easier to:

  • Maintain consistent rendering features across both pipelines
  • Reduce asset and shader rework when switching between URP and HDRP
  • Streamline extensibility and improve scalability

Our goal is to unify, not disrupt, ensuring a smooth transition when the time is right.

Improving shader build times is a general priority, and we are actively working on solutions to provide better control over shader variants to help reduce build times. While we can’t share all the details yet, we hope to ship a first version of this sooner, with the goal to offer improvements that balance build time with runtime performance in a more user-friendly way.

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We are currently unifiying the Render Graph compilers, so indeed, HDRP will use the new URP Render Graph. This offers us the ability to leverage native render passes, and further unify extensibility.

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Is the first version planned to release at Unity 6.x cycle or exclusively at Unity next gen?

I understand that you’re trying your best to work through the red tape at Unity; but surely they understand how much of an absolute hellscape nightmare this is for Asset Store developers, right? It means that essentially every single URP update breaks anything graphics related on the Asset Store every single time.

I’d personally much rather you guys literally DELETE URP and HDPR and release URP+, call it the unified renderer. Done. Stop messing around and this could be done in a few months, saving everyone involved a lot of pain.

Nobody sane is upgrading their project from one render pipeline to another, you won’t break any workflows.

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All the Unity Next Gen messaging has disappeared overnight, no mention of it at GDC, the new roadmap video or CEO Q&A.

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so all the promises made by unity about the unified rendering can be thrown out. as always a bunch of lies and void words. now I’ve understood why you unpinned the unified rendering thread because the video presentation from unity posted there and all the debate was all a complete waste of our time.

just a bunch of empty words, how do you plan to do that exactly and why is not already present if is so simple to have these two things together.

this was planned for unity 7 not “when is ready”. even with unity 7 as clear start line would had took at least 5 years to make it work as it should now we don’t even have a clear start to plan around this.

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