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    Find graphics quality settings in URP

    URP splits its quality settings between Project Settings and the URP Asset to allow for more versatility in the quality levels your project has. As a result, some settings that Built-In Render Pipeline (BiRP) listed in the Project Settings Quality section have moved or changed, or no longer exist.

    The following table describes all the settings that the Built-in Renderer lists in the Project Settings Quality section, and where that setting is now located within URP.

    BiRP Setting URP Setting
    Rendering
    Render Pipeline Asset Project Settings > Quality > Rendering > Render Pipeline Asset
    Pixel Light Count In URP, the maximum number of real-time lights per object depends on the render path in use. For more information, refer to Rendering Path comparison.

    To set the light count per object, use the following property: URP Asset > Lighting > Additional Lights > Per Pixel > Per Object Limit
    Anti-aliasing There are two types of anti-aliasing in URP: you control Multisample Anti-aliasing (MSAA) in the URP Asset, and other anti-aliasing types on a per camera basis. For more information refer to Anti-aliasing in the Universal Render Pipeline.

    To control MSAA, use the following property:

    URP Asset > Quality > Anti-aliasing (MSAA)

    To control any other type of anti-aliasing, use the following property on a per camera basis:

    Camera > Rendering > Anti-aliasing
    Real-time Reflection Probes Project Settings > Quality > Rendering > Real-time Reflection Probes
    Resolution Scaling Fixed DPI Factor This property remains in the same place in URP. However, URP also supports the use of Upscalers to handle resolution scaling in the URP Asset. For more information on the use of upscalers, refer to Quality in the URP Asset.

    To set Resolution Scaling Fixed DPI Factor, use the following property:

    Project Settings > Quality > Rendering > Resolution Scaling Fixed DPI Factor

    To set resolution scaling in the URP Asset, use the following property:

    URP Asset > Quality > Render Scale and Upscaling Filter
    VSync Count Project Settings > Quality > Rendering > VSync Count
    Textures
    Global Mipmap Limit Project Settings > Quality > Textures > Global Mipmap Limit
    Anisotropic Textures Project Settings > Quality > Textures > Anisotropic Textures
    Texture Streaming Project Settings > Quality > Textures > Texture Streaming
    Particles
    Soft Particles To enable soft particles use the shader keyword _SOFTPARTICLES_ON inside the relevant particle shaders.
    Particle Raycast Budget Project Settings > Quality > Particles > Particle Raycast Budget
    Terrain
    Billboards Face Camera Position Project Settings > Quality > Terrain > Billboards Face Camera Position
    Use Legacy Details Distribution Project Settings > Quality > Terrain > Use Legacy Details Distribution
    Shadows
    Shadowmask Mode Project Settings > Quality > Shadows > Shadowmask Mode
    Shadows In URP you can enable shadows from two types of light separately. One is the Main Light of a scene, and the other is all other Additional Lights. To do this, set following properties as necessary:

    To enable shadows cast by the Main Light, use the following property:

    URP Asset > Lighting > Main Light > Cast Shadows

    To enable shadows cast by Additional Lights, use the following property:

    URP Asset > Lighting > Additional Lights > Cast Shadows

    Note: You no longer select the type of Shadows when you enable shadows. Instead to use Soft Shadows, enable URP Asset > Shadows > Soft Shadows and select an appropriate quality level.
    Shadow Resolution You can set Shadow Resolution separately for the Main Light and Additional Lights. Additional Lights use a Shadow Atlas with three tiers: Low, Medium, and High.

    To set the shadow resolution for the Main Light, use the following property:

    URP Asset > Lighting > Main Light > Shadow Resolution

    To set the shadow resolution for Additional Lights, use the following properties:

    URP Asset > Lighting > Additional Lights > Shadow Atlas Resolution and Shadow Resolution Tiers
    Shadow Projection URP only supports Stable Fit Shadow Projection.
    Shadow Distance URP Asset > Shadows > Max Distance
    Shadow Near Plane Offset No equivalent setting, because URP's shadow system doesn't use this property.
    Shadow Cascades URP Asset > Shadows > Cascade Count
    Cascade Splits Shadow Cascade Splits are now controlled by a dynamic set of properties based on the Cascade Count. The URP Asset displays a visual representation of the Cascade Splits below the Split values as a bar with multiple segments, with each segment representing the size of a given split.

    You can control the size of each Shadow Cascade Split with the following properties:

    URP Asset > Shadows > Cascade Count > Split 1, Split 2, Split 3, and Last Border
    Async Asset Upload
    Time Slice Project Settings > Quality > Async Asset Upload > Time Slice
    Buffer Size Project Settings > Quality > Async Asset Upload > Buffer Size
    Persistent Buffer Project Settings > Quality > Async Asset Upload > Persistent Buffer
    Level of Detail
    LOD Bias Project Settings > Quality > Level of Detail > LOD Bias
    Maximum LOD level Project Settings > Quality > Level of Detail > Maximum LOD Level
    LOD Cross Fade URP Asset > Quality > LOD Cross Fade

    Note: URP offers two options for LOD Cross Fade: Bayer and Blue Noise. These are both different to Built-In's use of Dither.
    Meshes
    Skin Weights Project Settings > Quality > Meshes > Skin Weights

    Additional resources

    • URP Quality Presets
    • URP Asset
    • Shadows in URP
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