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 | Specify whether Unity uses scene depth data to identify pixels the camera can’t see, then skips the shader fragment stage for those pixels. This speeds up rendering, but has an upfront memory and performance cost. The amount rendering speeds up depends on how many pixels are hidden, and the complexity of the fragment shader code Unity skips. The options are:
Depth priming isn’t compatible with the following:
|
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. |
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.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.