What degree of improvements are coming in the Unity 6 Generation?

While the roadmap showed a good deal, I was wondering if there was any other general goals for URP in the 6 generation.

Or is most stuff really just expected for Unity 7 or whatever?

Cause there are some things on the roadmap I’m very interested in seeing but I dunno if it’s really a “URP” thing anymore?

The road map doesn’t say whether the features are planned for Unity 6 or not. I assume that’s on purpose because they don’t want to commit on when they’ll be finished (it’s done when it’s done), so I don’t imagine you’ll get any sort of answer.

Also, just because something isn’t planned for Unity 6 I wouldn’t hold my breath that it will be in Unity 7, rather than, say, Unity 8, 9, 10…

Our roadmap is pretty much locked for U6.1 (mostly what is “In Progress” on the roadmap) but not yet for later versions.
The rule is however to only add incremental value with no breaking change for users.
We also need to concentrate on the next generation, so don’t expect many new features for URP and HDRP.

What features would be the most impactful / critical for your projects (the more context the better, like content genre, target platforms,…)?

Don’t hesitate to vote for features on the public roadmap or request improvements in the Submit your idea cards.

I target PC and mobile on URP (sometimes web), so I’m always looking for ways to push the PC version further.

The lack of SSR is an issue (tho i use Shiny SSR), but really considering how performant URP can be having some raytracing options would help make the PC version more competitive without adding a burden on mobile (since it’s not a whole new feature set). Specifically Shadows and Reflections as while SSR is necessary it’s also terrible in a lot of ways with occlusion and screenspace stuff lol. And Shadows by default lacks, but assets like Umbra help, but even then it’s still not as good a solution as RT shadows would be specifically for character rendering which is important for me.

GI wise I’m happy with APV and scenario blending. RTAO would also be very useful and impactful, but not necessary.

All that said I imagine much of this would only be available on deferred rendering which I only use Forward+ atm.