You can use the Unity Profiler to get data on the performance of your project in areas such as the CPU and memory.
The following table lists markers that appear in the Unity Profiler for a URP frame and have a significant effect on performance.
The table doesn’t include a marker if it’s deep in the Profiler hierarchy, or the label already describes what URP does.
| Marker | Description |
|---|---|
| Inl_UniversalRenderPipeline. RenderSingleCameraInternal | URP builds a list of rendering commands in the ScriptableRenderContext, for a single camera. URP only records rendering commands in this marker, but doesn’t yet execute them. The marker includes the camera name, for example Main Camera.This marker has the following sub-markers:
|
| Inl_ScriptableRenderContext.Submit | URP submits the list of commands in the ScriptableRenderContext to the graphics API. This marker might appear more than once if URP submits commands more than once per frame, or you call ScriptableRenderContext.Submit in your own code.This marker has the following sub-markers:
|
| CopyColor | URP copies the color buffer from one render texture to another. You can disable Opaque Texture in the URP Asset, so that URP only copies the color buffer if it needs to. |
| CopyDepth | URP copies the depth buffer from one render texture to another. You can disable Depth Texture in the URP Asset unless you need the depth texture (for example, if you use a shader that uses scene depth). |
| FinalBlit | URP copies a render texture to the current camera render target. |
You can use a platform GPU profiler such as Xcode to get data on the performance of the GPU during rendering. You can also use a profiler such as RenderDoc, but it might provide less accurate performance data.
Data from a GPU profiler includes URP markers for rendering events, such as different render passes.
You can also use the following tools to analyze the performance of your project: