Version: Unity 6.5 Beta (6000.5)
Language : English
Built-In Render Pipeline prebuilt shaders in URP reference
Migrating from HDRP to URP

Built-In Render Pipeline quality settings in URP reference

When you use the Rendering Settings section in the Render Pipeline Converter, Unity converts the settings in your Built-In 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
project to the corresponding settings in the Universal Render Pipeline (URP).

Note: To match the performance of the Low and High quality presets from the Built-In Render Pipeline in URP, refer to Match the quality level performance of the Built-In Render Pipeline in URP.

The following tables list all the settings in the Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary
Quality section of a Built-In Render Pipeline project, and where that setting is located in URP.

Rendering section

Built-In Render Pipeline setting URP setting
Render Pipeline Asset Project Settings > Quality > Rendering > Render Pipeline Asset
Pixel Light Count In URP, the maximum number of realtime lights per object depends on the render path in use. For more information, refer to Rendering Path comparison.

To set the light count per object, use the following property: URP Asset > Lighting > Additional Lights > Per Pixel > Per Object Limit
Anti-aliasing There are two types of anti-aliasing in URP: you control Multisample Anti-aliasing (MSAA) in the URP Asset, and other anti-aliasing types on a per camera basis. For more information refer to Anti-aliasing in the Universal Render Pipeline.

To control MSAA, use the following property:

URP Asset > Quality > Anti-aliasing (MSAA)

To control any other type of anti-aliasing, use the following property on a per camera basis:

Camera > Rendering > Anti-aliasing
Realtime Reflection Probes Project Settings > Quality > Rendering > Realtime Reflection Probes
Resolution Scaling Fixed DPI Factor This property remains in the same place in URP. However, URP also supports the use of Upscalers to handle resolution scaling in the URP asset. For more information on the use of upscalers, refer to Quality in the URP Asset.

To set Resolution Scaling Fixed DPI Factor, use the following property:

Project Settings > Quality > Rendering > Resolution Scaling Fixed DPI Factor

To set resolution scaling in the URP Asset, use the following property:

URP Asset > Quality > Render Scale and Upscaling Filter
VSync Count Project Settings > Quality > Rendering > VSync Count

Textures section

Built-In Render Pipeline setting URP setting
Global Mipmap Limit Project Settings > Quality > Textures > Global Mipmap Limit
Anisotropic Textures Project Settings > Quality > Textures > Anisotropic Textures
Mipmap Streaming Project Settings > Quality > Textures > Mipmap Streaming

Particles section

Built-In Render Pipeline setting URP setting
Soft ParticlesA small, simple image or mesh that is emitted by a particle system. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. More info
See in Glossary
To enable soft particlesParticles that create semi-transparent effects like smoke, fog or fire. Soft particles fade out as they approach an opaque object, to prevent intersections with the geometry. More info
See in Glossary
, use the shaderA program that runs on the GPU. More info
See in Glossary
keyword _SOFTPARTICLES_ON inside the relevant particle shaders.
Particle Raycast Budget Project Settings > Quality > Particles > Particle Raycast Budget

Terrain section

Built-In Render Pipeline setting URP setting
Billboards Face Camera Position Project Settings > Quality > Terrain > Billboards Face Camera Position
Use Legacy Details Distribution Project Settings > Quality > Terrain > Use Legacy Details Distribution

Shadows section

Built-In Render Pipeline setting URP setting
Shadowmask Mode Project Settings > Quality > Shadows > Shadowmask Mode
Shadows In URP you can enable shadows from two types of light separately. One is the Main Light of a scene, and the other is all other Additional Lights. To do this, set following properties as necessary:

To enable shadows cast by the Main Light, use the following property:

URP Asset > Lighting > Main Light > Cast Shadows

To enable shadows cast by Additional Lights, use the following property:

URP Asset > Lighting > Additional Lights > Cast Shadows

Note: You no longer select the type of Shadows when you enable shadows. Instead to use Soft Shadows, enable URP Asset > Shadows > Soft Shadows and select an appropriate quality level.
Shadow Resolution You can set Shadow Resolution separately for the Main Light and Additional Lights. Additional Lights use a Shadow Atlas with three tiers: Low, Medium, and High.

To set the shadow resolution for the Main Light, use the following property:

URP Asset > Lighting > Main Light > Shadow Resolution

To set the shadow resolution for Additional Lights, use the following properties:

URP Asset > Lighting > Additional Lights > Shadow Atlas Resolution and Shadow Resolution Tiers
Shadow Projection URP only supports Stable Fit Shadow Projection.
Shadow Distance URP Asset > Shadows > Max Distance
Shadow Near Plane Offset No equivalent setting, because URP’s shadow system doesn’t use this property.
Shadow Cascades URP Asset > Shadows > Cascade Count
Cascade Splits Shadow Cascade Splits are now controlled by a dynamic set of properties based on the Cascade Count. The URP Asset displays a visual representation of the Cascade Splits below the Split values as a bar with multiple segments, with each segment representing the size of a given split.

You can control the size of each Shadow Cascade Split with the following properties:

URP Asset > Shadows > Cascade Count > Split 1, Split 2, Split 3, and Last Border

Async Asset Upload section

Built-In Render Pipeline setting URP setting
Time Slice Project Settings > Quality > Async Asset Upload > Time Slice
Buffer Size Project Settings > Quality > Async Asset Upload > Buffer Size
Persistent Buffer Project Settings > Quality > Async Asset Upload > Persistent Buffer

Level of Detail section

Built-In Render Pipeline setting URP setting
LOD Group Bias Project Settings > Quality > Level of Detail > LOD Group Bias
Maximum LOD Group Level Project Settings > Quality > Level of Detail > Maximum LOD Group Level
LOD Cross Fade URP Asset > Quality > LOD Cross Fade

Note: URP offers three options for LOD Cross Fade: Bayer, Blue Noise and 2x2 Stencil. These are both different to Built-In’s use of Dither.

Meshes section

Built-In Render Pipeline setting URP setting
Skin Weights Project Settings > Quality > Meshes > Skin Weights

Additional resources

Built-In Render Pipeline prebuilt shaders in URP reference
Migrating from HDRP to URP