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 |
|---|---|
| Prepass Layer Mask | The layers that GameObjects must be assigned to in order to affect any prepass. |
| Opaque Layer Mask | The layers that opaque GameObjects must be assigned to in order to be rendered. |
| Transparent Layer Mask | The layers that transparent GameObjects must be assigned to in order to be rendered. |
This section contains properties related to rendering.
| Property | Description |
|---|---|
| Rendering Path | Select the Rendering Path. Options:
Note: If you enable On-Tile Validation, the Deferred and Deferred+ options respectively fall back to Forward and Forward+. |
| Depth Priming Mode | Skips drawing overlapping pixels, to speed up rendering. Unity uses the depth texture to check which pixels overlap. The rendering improvement depends on the number of overlapping pixels and the complexity of the pixel shaders. Note: If you use custom shaders, Unity renders opaque objects as invisible unless you add passes with DepthOnly and DepthNormals tags. For more information, refer to Write depth only in a shader.The options are:
|
| 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:
|
| Tile-Only Mode | Displays warnings in the UI for all properties that would require non-memoryless intermediate textures, and prevents Unity from using the flagged features at runtime. This impacts targeted properties in the Camera, the Universal Render Pipeline Asset and the Universal Renderer. Use this option to reduce GPU bandwidth on tile-based architectures such as most mobile and XR devices during the rendering process. |
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-processing effects in your scene. If disabled, Unity excludes post-processing renderer passes, shaders, 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 Pipeline properties that this Renderer overrides.
With this check box selected, the Renderer processes the Stencil buffer 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.
Note: Unity disables Renderer Features if you enable On-Tile Validation.