Configure the Universal 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 (URP) to simplify rendering and improve performance on embedded platforms.
Unity recommends the efficient and configurable Universal Render Pipeline (URP) for embedded platforms. By default, URP enables features that enhance visual quality but can be resource-intensive. On embedded platforms, you can adjust or disable these settings to achieve a minimal yet efficient setup.
Follow these steps to create a minimal rendering configuration and verify it with the Render Graph Viewer.
Use the same Quality settings on desktop as on embedded platforms during development:
You can remove the quality levels that you no longer need by unchecking the corresponding checkboxes in the Quality matrix.
This ensures that the desktop build uses the same default quality level as embedded platforms, indicated by the green check mark in the matrix.
Select the URP Asset assigned to the quality level set for embedded platforms to view it the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary, then apply the following settings:
1.0.To remove 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 from the build, disable post-processing on the Renderer:
This excludes post-processing effects such as Bloom, TonemappingThe process of remapping HDR values of an image into a range suitable to be displayed on screen. More info
See in Glossary, and Vignette from the build.
For more information, refer to Universal Renderer asset reference.
Select each cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary used in the minimal setup to view it in the Inspector, then configure the following settings:
For more information on these settings, refer to Camera component reference.
To verify the setup:
Only opaque, transparent, and UI draw passes are visible and optionally the skybox pass.
Note: URP’s default lit shadersA program that runs on the GPU. More info
See in Glossary are typically more resource-intensive than simpler alternatives. For better performance on embedded platforms, use unlit-type shaders or simple shaders whenever possible.