URP Rendering Layers OK on webgl?! Because manual says no on openGL

I took the documentation to mean Rendering Layers were not supported on Webgl - though it mentions OpenGL… which is not same?
Thing is I tried a test and the Rendering Layers worked, so now I am confused…
Is documentation wrong?

Unity - Manual: Introduction to Rendering Layers in URP
" * Rendering Layers aren’t supported on OpenGL and OpenGL ES APIs."

Maybe you haven’t used it to its full extend? It may work … partially. Or it may break when you enable postprocessing or use decals. It might depend on the rendering path (forward might work but “backward”?).

Perhaps you used WebGPU? It should work with that for sure.

But in principle: WebGL != OpenGL (ES)
So it depends on whether you consider WebGL to be OpenGL ES because it mostly has the same API surface and feature capabilities, but in the technical sense they aren’t compatible graphics APIs.

Forward+ URP, webgl 2 tested and seems to work.
No HDR or post processes were on - hopefully someone can tell a specific answer though as I do not want to test every option to find out if support is partial!

Try the Deferred(+) render paths. If that works without issues as well, you can be sure it works generally.

Double-check which graphics API is set in Player settings. Should be WebGL v2 at the top or as the only item.

I’m pretty sure the note about the GL/GLES limitation in the doc was a remnant of having to support GLES 2.x / WebGL1, because they did not support Multiple Render Targets. GLES2 / WebGL1 are no longer supported, so I believe you should be ok with Render Layers. I let the URP team know they should take a look at that note in the docs to see if it can be removed, or at least clarified.

Thanks the state of what is supported by webgl is a bit vague in general.

I don’t disagree. Thanks for calling out this particular case.