Version: Unity 6 Preview (6000.0)
Language : English
Universal Renderer asset reference for URP
Using the High Definition Render Pipeline

Graphics settings window reference for URP

If a project has the Universal Render Pipeline (URP) package installed, Unity shows URP-specific graphics settings in Project Settings > Graphics > Pipeline Specific Settings > URP.

The section contains the following settings that let you define project-wide settings for URP.

You can also add your own settings. Refer to Add custom settings in the Scriptable Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
(SRP) Core manual for more information.

Default Volume Profile

Use this section to assign and edit a Volume Profile for the default volume that all scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
use. Refer to Understand Volumes for more information.

Property Description
Volume Profile Set the Volume Profile the global default volume uses. You can’t set Volume Profile to None.

URP displays all the properties for all the possible Volume Overrides. To edit or override the properties, use the global volume for a quality level or create a volume.

Adaptive Probe Volumes

Property Description
Probe Volume Disable Streaming Assets When enabled, URP uses streaming assets to optimize Adaptive Probe Volumes. Disable this setting if you use Asset Bundles and Addressables, which aren’t compatible with streaming assets.

Additional Shader Stripping Settings

The check boxes in this section define which shaderA program that runs on the GPU. More info
See in Glossary
variants Unity strips when you build the Player.

Property Description
Export Shader Variants Output two log files with shader compilation information when you build your project. For more information, refer to Shader stripping.
Shader Variant Log Level Select what information about Shader variants Unity saves in logs when you build your Unity Project.
Options:
• Disabled: Unity doesn’t save any shader variant information.
• Only SRP Shaders: Unity saves only shader variant information for URP shaders.
• All Shaders: Unity saves shader variant information for every shader type.
Strip Debug Variants When enabled, Unity strips all debug view shader variants when you build the Player. This decreases build time, but prevents the use of Rendering Debugger in Player builds.
Strip Unused Post Processing Variants When enabled, Unity assumes that the Player does not create new Volume Profiles at runtime. With this assumption, Unity only keeps the shader variants that the existing Volume Profiles use, and strips all the other variants. Unity keeps shader variants used in Volume Profiles even if the scenes in the project do not use the Profiles.
Strip Unused Variants When enabled, Unity performs shader stripping in a more efficient way. This option reduces the amount of shader variants in the Player by a factor of 2 if the project uses the following URP features:
  • Rendering Layers
  • Native Render Pass
  • Reflection Probe Blending
  • Reflection Probe Box Projection
  • SSAO Renderer Feature
  • Decal Renderer Feature
  • Certain post-processing effects
Disable this option only if you notice issues in the Player.
Strip Screen Coord Override Variants When enabled, Unity strips Screen Coordinates Override shader variants in Player builds.

Render Graph

Use this section to enable, disable or configure the render graph system. Refer to Render graph system for more information.

Property Description
Compatibility Mode (Render Graph Disabled) When enabled, URP doesn’t use the render graph system. For more information, refer to Compatibility Mode. Note: Unity only develops or improves rendering pathsThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
See in Glossary
that use the render graph API. Disable this setting and use the render graph API when developing new graphics features.
Enable Compilation Caching When enabled, URP uses the compiled render graph from the previous frame when it can, instead of compiling the render graph again. This speeds up rendering.
Enable Validity Checks When enabled, URP validates aspects of a render graph in the Editor and in a development buildA development build includes debug symbols and enables the Profiler. More info
See in Glossary
. Enable Validity Checks is disabled automatically in final builds.
Universal Renderer asset reference for URP
Using the High Definition Render Pipeline