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    Universal Renderer

    This page describes the URP Universal Renderer settings.

    For more information on rendering in URP, see also Rendering in the Universal Render Pipeline.

    Rendering Paths

    The URP Universal Renderer implements two Rendering Paths:

    • Forward Rendering Path.

    • Deferred Rendering Path.

    Rendering Path comparison

    The following table shows the differences between the Forward and the Deferred Rendering Paths in URP.

    Feature Forward Deferred
    Maximum number of real-time lights per object. 9 Lights per object. Unlimited number of real-time lights.
    Per-pixel normal encoding No encoding (accurate normal values). Two options:
    • Quantization of normals in G-buffer (loss of accuracy, better performance).
    • Octahedron encoding (accurate normals, might have significant performance impact on mobile GPUs).
    For more information, see the section Encoding of normals in G-buffer.
    MSAA Yes No
    Vertex lighting Yes No
    Camera stacking Yes Supported with a limitation: Unity renders only the base Camera using the Deferred Rendering Path. Unity renders all overlay Cameras using the Forward Rendering Path.

    How to find the Universal Renderer asset

    To find the Universal Renderer asset that a URP asset is using:

    1. Select a URP asset.

    2. In the Renderer List section, click a renderer item or the vertical ellipsis icon (⋮) next to a renderer.

      How to find the Universal Renderer asset

    Universal Renderer asset reference

    This section describes the properties of the Forward Renderer asset.

    URP Universal Renderer

    Filtering

    This section contains properties that define which layers the renderer draws.

    Property Description
    Opaque Layer Mask Select which opaque layers this Renderer draws
    Transparent Layer Mask Select which transparent layers this Renderer draws

    Lighting

    This section contains properties related to lighting.

    Property Description
    Rendering Path Select the Rendering Path.
    Options:
    • Forward: The Forward Rendering Path.
    • Deferred: The Deferred Rendering Path. For more information, see Deferred Rendering Path.

    Shadows

    This section contains properties related to rendering shadows.

    Property Description
    Transparent Receive Shadows When this option is on, Unity draws shadows on transparent objects.

    Overrides

    This section contains Render Pipeline properties that this Renderer overrides.

    Stencil

    With this check box selected, the Renderer processes the Stencil buffer values.

    URP Universal Renderer Stencil override

    For more information on how Unity works with the Stencil buffer, see ShaderLab: Stencil.

    Compatibility

    This section contains settings related to backwards compatibility.

    Property Description
    Intermediate Texture Controls when URP renders via an intermediate texture. Options:
    • Auto: Uses information declared by active Renderer Features to automatically determine whether to render through an intermediate texture or not.
    • Always: Forces rendering via an intermediate texture, enabling compatibility with renderer features that do not declare their needed inputs, but can have a significant performance impact on some platforms.

    Renderer Features

    This section contains the list of Renderer Features assigned to the selected Renderer.

    For information on how to add a Renderer Feature, see How to add a Renderer Feature to a Renderer.

    URP contains the pre-built Renderer Feature called Render Objects.

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