Render Pipeline Detection¶
Current Pipeline Landscape (2026)¶
- URP (Universal Render Pipeline): The default and actively developed pipeline. Use for all new projects.
- HDRP (High Definition Render Pipeline): In maintenance mode. No new features planned beyond Switch 2 support. Existing HDRP projects can continue, but new projects should prefer URP.
- Built-in Render Pipeline (BiRP): Officially deprecated as of Unity 6.5. Supported through Unity 6.7 LTS but not recommended for any new work.
Detection at Edit Time¶
Check the Render Pipeline Asset in Graphics Settings:
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.Rendering;
public static class PipelineDetector
{
public static string GetCurrentPipeline()
{
var rpAsset = GraphicsSettings.currentRenderPipeline;
if (rpAsset == null)
return "Built-in (Deprecated)";
string typeName = rpAsset.GetType().Name;
if (typeName.Contains("Universal"))
return "URP";
if (typeName.Contains("HDRenderPipeline"))
return "HDRP";
return $"Unknown SRP: {typeName}";
}
}
#endif
Detection at Runtime¶
using UnityEngine.Rendering;
public static bool IsURP()
{
return GraphicsSettings.currentRenderPipeline != null
&& GraphicsSettings.currentRenderPipeline.GetType().Name.Contains("Universal");
}
public static bool IsHDRP()
{
return GraphicsSettings.currentRenderPipeline != null
&& GraphicsSettings.currentRenderPipeline.GetType().Name.Contains("HDRenderPipeline");
}
public static bool IsBuiltIn()
{
return GraphicsSettings.currentRenderPipeline == null;
}
Scripting Define Detection¶
Use preprocessor directives when the pipeline packages are installed:
#if USING_URP
// URP-specific code
var cameraData = camera.GetUniversalAdditionalCameraData();
#elif USING_HDRP
// HDRP-specific code
var cameraData = camera.GetComponent<HDAdditionalCameraData>();
#else
// Built-in or no SRP
#endif
Add custom scripting defines in Project Settings > Player > Scripting Define Symbols, or use assembly definition version constraints.
Pipeline-Specific Differences¶
Shader Includes¶
| Pipeline | Include Path |
|---|---|
| URP | Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl |
| HDRP | Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl |
| Built-in | UnityCG.cginc (legacy) |
Shader Program Blocks¶
- URP/HDRP: Use
HLSLPROGRAM/ENDHLSL - Built-in: Used
CGPROGRAM/ENDCG(deprecated)
Post-Processing¶
| Feature | URP / HDRP | Built-in |
|---|---|---|
| System | Volume framework | Post-Processing Stack v2 |
| Bloom | Volume > Bloom | PostProcessVolume > Bloom |
| Color Grading | Volume > Color Adjustments | PostProcessVolume > Color Grading |
| Configuration | Volume Profile asset | Post-Process Profile asset |
Camera Differences¶
- URP: Camera component + Universal Additional Camera Data. Camera stacking for layered rendering.
- HDRP: Camera component + HD Additional Camera Data. Physical camera model with exposure.
- Built-in: Standard Camera component only.
Lighting¶
| Feature | URP | HDRP | Built-in |
|---|---|---|---|
| Per-object light limit | Configurable (default 8) | Virtually unlimited | 8 (forward) |
| Area lights | Baked only | Real-time | Baked only |
| Volumetric lighting | Light cookies/fog | Full volumetric | Third-party |
| Global Illumination | SCGI (6.7), Lightmaps | Ray tracing, Path tracing | Lightmaps |
Render Graph Backend¶
Both URP and HDRP use the Render Graph backend as of Unity 6.3. This enables: - Automatic render pass optimization - Dynamic resource allocation - Reduced CPU overhead for complex rendering setups
When writing custom rendering code, use the Render Graph API:
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Render Graph-compatible custom pass
}
Migration Recommendations¶
BiRP to URP¶
- Install URP package via Package Manager
- Create a URP Render Pipeline Asset
- Assign it in Project Settings > Graphics
- Use Edit > Rendering > Materials > Convert to URP
- Update custom shaders: replace CGPROGRAM with HLSLPROGRAM, update includes
- Replace Post-Processing Stack v2 with Volume framework
HDRP to URP¶
Consider this for projects that do not need HDRP-exclusive features. HDRP is in maintenance mode, while URP continues to receive new features. Conversion requires shader and material updates, as the two pipelines use different shader libraries.