This page provides recommended URP graphics Quality Level settings for Low and High quality level values. These settings approximately match the performance of the equivalent Low and High default presets in the 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.
URP changes the implementation of many features and settings, and as a result they often have a different performance impact to the Built-In Render Pipeline equivalent. When you upgrade a project from the Built-In Render Pipeline to URP, your existing quality levels might provide a different level of performance, and you might need to update or create new quality levels for your project. You can use the values on this page as a starting point.
This page is split into the following sections:
Note: In URP, many quality level settings have moved from the Project Settings window to the URP Asset. For more information on where to find these settings in URP projects, refer to Built-In Render Pipeline Quality Settings Reference.
You can change the following settings in Project Settings under Project Settings > Quality.
Setting | “Low” preset value | “High” preset value |
---|---|---|
Rendering | ||
Real-time Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info See in Glossary |
No | Yes |
Resolution Scaling Fixed DPI Factor | 1 | 1 |
VSyncVertical synchronization (VSync) is a display setting that caps a game’s frame rate to match the refresh rate of a monitor, to prevent image tearing. See in Glossary Count |
Don’t Sync | Every V Blank |
Textures | ||
Global Mipmap Limit | Half Resolution | Full Resolution |
Anisotropic Textures | Disabled | Disabled |
Texture Streaming | No | No |
Particles | ||
Particle Raycast Budget | 16 | 256 |
TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info See in Glossary |
||
BillboardsA textured 2D object that rotates so that it always faces the Camera. More info See in Glossary Face 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 Position |
No | Yes |
Shadows | ||
ShadowmaskA Texture that shares the same UV layout and resolution with its corresponding lightmap. More info See in Glossary Mode |
Shadowmask | Distance ShadowmaskA version of the Shadowmask lighting mode that includes high quality shadows cast from static GameObjects onto dynamic GameObjects. More info See in Glossary |
Async Asset Upload | ||
Time Slice | 2 | 2 |
Buffer Size | 16 | 16 |
Persistent Buffer | Yes | Yes |
Level of DetailThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info See in Glossary |
||
LOD Bias | 0.4 | 1 |
Maximum LOD level | 0 | 0 |
Meshes | ||
Skin Weights | 4 Bones | Unlimited |
You can change the following settings inside any URP Asset.
Setting | “Low” preset value | “High” preset value |
---|---|---|
Rendering | ||
Depth Texture | No | No |
Opaque Texture | No | No |
Terrain Holes | Yes | Yes |
Quality | ||
HDRhigh dynamic range See in Glossary |
Yes | Yes |
Anti Aliasing (MSAA) | Disabled | 2x |
Render Scale | 1 | 1 |
Lighting | ||
Main Light | Per PixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary |
Per Pixel |
Cast Shadows | No | Yes |
Shadows Resolution | N/A | 2048 |
Additional Lights | Disabled | Per Pixel |
Per Object Limit | N/A | 4 |
Cast Shadows | N/A | Yes |
Shadow Atlas Resolution | N/A | 2048 |
Shadow Resolution Tiers | N/A | |
Low | N/A | 512 |
Medium | N/A | 1024 |
High | N/A | 2048 |
Cookie Atlas Resolution | N/A | 2048 |
Cookie Atlas Format | N/A | Color High |
Reflection Probes | ||
Probe Blending | No | Yes |
Box Projection | No | No |
Shadows | ||
Max Distance | N/A | 50 |
Cascade Count | N/A | 3 |
Split 1 | N/A | 12.5 |
Split 2 | N/A | 33.8 |
Last Border | N/A | 3.8 |
Working Unit | N/A | Metric |
Depth Bias | N/A | 1 |
Normal Bias | N/A | 1 |
Soft Shadows | N/A | Yes |
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 |
||
Grading Mode | Low Dynamic Range | Low Dynamic Range |
LUT Size | 16 | 32 |
Fast sRGB/Linear Conversion | No | No |
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