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Unity’s rendering architecture has evolved significantly to provide developers with more control, flexibility, and performance optimizations. A major step in this evolution is the Scriptable Render Pipeline (SRP)—a system that allows developers to customize and control the rendering process. URP (Universal Render Pipeline) is Unity’s ready-to-use pipeline built on top of SRP.
What is Scriptable Render Pipeline (SRP)?
The Scriptable Render Pipeline is a foundational rendering architecture introduced in Unity to replace the built-in pipeline with something more customizable and modular. It allows developers to write their own rendering logic in C#, tailoring how scenes and assets are rendered.
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🧠Key Features of SRP
- Full control over rendering: You define how cameras, lights, shadows, post-processing, and materials are rendered.
- Written in C#: The rendering logic is scripted, enabling version control, debugging, and better team collaboration.
- Modular and customizable: You can write a lightweight renderer for mobile or a high-end one for desktop and console.
🎯 Use Case
Ideal for AAA studios and advanced teams who need fine-grained control over every step of the rendering process, such as custom shading models, lighting pipelines, or performance-optimized rendering for specific hardware.
What is Universal Render Pipeline (URP)?
The Universal Render Pipeline (formerly LWRP) is a ready-to-use implementation of SRP, designed by Unity to be scalable and performant across a wide range of platforms, from mobile to VR to consoles.
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🧰 Key Features of URP
- Out-of-the-box rendering solution: Built on top of SRP but pre-configured with optimized rendering features.
- Cross-platform: Runs efficiently on mobile, PC, WebGL, VR, and consoles.
- Improved performance: Uses forward rendering, scriptable culling, and renderer features to reduce draw calls and overdraw.
- Renderer Features: Extend URP functionality with custom passes, post-processing effects, or lighting tweaks without creating a whole new pipeline.
🎯 Use Case
URP is ideal for indie devs, studios, and teams looking for great visuals + optimized performance without needing to write a custom renderer.
Key Differences Between URP and SRP
Feature |
URP (Universal Render Pipeline) |
SRP (Scriptable Render Pipeline) |
Definition |
A prebuilt render pipeline using SRP |
A framework to build custom render pipelines |
Purpose |
Provides a general-purpose solution |
Offers deep control over rendering logic |
Customization |
Limited to shader graphs, renderer features, and basic extensions |
Full control via C# scripting; can rewrite entire pipeline |
Complexity |
Beginner to Intermediate |
Advanced (requires graphics programming knowledge) |
Performance |
Optimized and balanced for most platforms |
Depends on implementation; can be ultra-optimized or heavy |
Rendering Path |
Mostly forward rendering (with deferred support from Unity 2022.2+) |
Customizable: forward, deferred, clustered, hybrid, etc. |
Usage Scenario |
Games, mobile apps, VR apps with standard needs |
Cinematics, proprietary engines, experimental graphics |
Example Projects |
Mobile games, VR apps, multiplatform games |
Custom engines, high-end desktop/console games |
Real-world Analogy
Think of SRP as a professional-grade kitchen with every tool and ingredient where you build your recipe from scratch. Meanwhile, URP is like a meal kit—ingredients are pre-measured and the recipe is tested, but you can still tweak it to suit your taste.
Technical Comparison: Under the Hood
Component |
URP |
SRP |
Shader Model |
Uses HLSL with Shader Graph or handwritten shaders compatible with URP |
Completely open to custom shaders and pipelines |
Post-Processing |
Integrated with URP package |
Requires custom implementation or integration |
Lighting |
Real-time and baked lighting with options for 2D lights |
Fully configurable lighting pipelines |
Custom Renderer |
Through Renderer Features |
Build everything from scratch (camera stack, culling, etc.) |
When to Use URP vs SRP
✅ Choose URP if
- You want fast development and optimized visuals out-of-the-box.
- You're building mobile, web, or cross-platform games.
- You don’t want to spend time writing a renderer from scratch.
✅ Choose SRP if
- You need custom rendering logic (e.g., non-standard shading, hybrid rendering).
- You are developing an in-house engine or tool.
- You want ultimate performance tuning on specific hardware.
Transition from Built-in Pipeline to URP/SRP
Moving to URP or SRP from Unity’s Built-in Render Pipeline requires:
- Material and shader conversion (built-in shaders won't work in URP).
- Lighting adjustments (URP handles lighting and post-processing differently).
- Camera and post-processing setup updates.
- Script adjustments if you were using built-in rendering functions.
Unity Roadmap & Future
Unity is moving towards fully supporting SRP-based pipelines and plans to deprecate the Built-in Render Pipeline in the future. URP and HDRP (High Definition Render Pipeline) are Unity's main supported pipelines under SRP.
If you’re starting a new project in 2025, using URP or a custom SRP is highly recommended.
Final Thoughts
The key difference between URP and SRP in Unity lies in customizability vs convenience. URP is a flexible, general-purpose pipeline ideal for most use cases. SRP, on the other hand, is a blank canvas for developers who want full control over how scenes are rendered.