This page describes the URP Universal Renderer settings.
For more information on rendering in URP, also check Rendering in the Universal Render Pipeline.
To find the Universal Renderer asset that a URP asset is using:
Select a URP asset.
In the Renderer List section, click a renderer item or the vertical ellipsis icon (⋮) next to a renderer.
This section contains properties that define which layers the renderer draws.
Property | Description |
---|---|
Opaque Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info See in Glossary |
Select which opaque layers this Renderer draws |
Transparent Layer Mask | Select which transparent layers this Renderer draws |
This section contains properties related to rendering.
Property | Description |
---|---|
Rendering Path | Select the Rendering Path. Options:
|
Depth Priming Mode | This property determines when Unity performs depth priming. Depth Priming can improve GPU frame timings by reducing the number of pixel shader executions. The performance improvement depends on the amount of overlapping pixels in the opaque pass and the complexity of the pixel shaders that Unity can skip by using depth priming. The feature has an upfront memory and performance cost. The feature uses a depth prepass to determine which pixel shader invocations Unity can skip, and the feature adds the depth prepass if it’s not available yet. The options are:
This property is available only if Rendering Path is set to Forward or Forward+ Note: Depth Priming cannot be used when MSAA is enabled therefore the Depth Priming Mode property is not available. |
Accurate G-buffer normals | Indicates whether to use a more resource-intensive normal encoding/decoding method to improve visual quality. This property is available only if Rendering Path is set to Deferred. |
Depth Texture Mode | Specifies the stage in the render pipeline at which to copy the scene depth to a depth texture. The options are:
|
This section contains properties related to URP’s Native RenderPass API.
Property | Description |
---|---|
Native RenderPass | Indicates whether to use URP’s Native RenderPass API. When enabled, URP uses this API to structure render passes. As a result, you can use programmable blending in custom URP shaders. For more information about the RenderPass API, refer to ScriptableRenderContext.BeginRenderPass. Note: Enabling this property has no effect on OpenGL ES. |
This section contains properties related to rendering shadows.
Property | Description |
---|---|
Transparent Receive Shadows | When this option is on, Unity draws shadows on transparent objects. |
Property | Description |
---|---|
Enabled | Enables post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary effects in your sceneA 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. If disabled, Unity excludes post-processing renderer passes, shadersA program that runs on the GPU. More info See in Glossary, and textures from the build. |
Data | Selects the asset that the renderer uses for post-processing. This property is available only when Enabled is enabled. |
This section contains 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 properties that this Renderer overrides.
With this check box selected, the Renderer processes the Stencil bufferA memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation. More info
See in Glossary values.
For more information on how Unity works with the Stencil buffer, refer to ShaderLab: Stencil.
In URP, you can use bits 0 to 3 of the stencil buffer for custom rendering effects. This means you can use stencil indices 0 to 15.
This section contains settings related to backwards compatibility.
Property | Description |
---|---|
Intermediate Texture | This property lets you force URP to renders via an intermediate texture. Options:
|
This section contains the list of Renderer Features assigned to the selected Renderer.
For information on how to add a Renderer Feature, check How to add a Renderer Feature to a Renderer.
URP contains the pre-built Renderer Feature called Render Objects.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.