So I recall when I was starting my project that I looked up this “URP” and “HDRP” thing, and it basically boiled down to “You use HDRP if you want to target high-end devices, and you use URP if you want to target all platforms including mobile.”
And I thought, okay then, so I’d want a URP project since I’m not anywhere near making visuals that require high-end devices (even though I may not actually release the game for mobile.) I didn’t change any of my settings but I always figured that’s what I was using; I figured that was the default. A number of assets I’m using were promoted as being for mobile or mobile-ready, and I’ve got materials using mobile shaders.
But recently I found out that I’m not actually using URP, but also I’m not actually using HDRP. The Render Pipeline Asset in my project’s graphics settings is “none.”
And I found that since I don’t have URP on here I can’t use Shader Graph, which today I thought I would try out.
I went to the package manager ans installed Universal RP. The system was busy for very long time while it re-imported all of my assets. When it was finished I added the UniversalPipelineAsset to the render pipeline asset in my graphics settings. This caused every material in my project to turn to a solid magenta.
Now I suppose at this point I could ask “how to I properly set all these assets to properly use URP?” but in all honesty, what I’m really left to ask is “what do these render pipelines even DO?”
I mean my game was running fine without any pipeline set at all. I figured setting URP would make things run smoother under-the-hood so final performance would be better optimized, but that is 100% just guessing.
What do I actually gain to actually set the render pipeline to URP? Should I just remove the Universal RP package if I’m not using it?