Unity Rendering Pipeline selection | Pipeline | Use when | Avoid when | |---|---|---| | URP | Mobile, indie, mid-fidelity, broad platform reach, custom Renderer Features | Cinematic AAA, volumetrics, screen-space GI | | HDRP | High-end PC/console, photoreal, advanced lighting | Mobile, WebGL, low-spec hardware | | Built-in | Legacy projects, very specific shaders not portable | New projects (default to URP) | Switching pipeline mid-project is painful — pick once, upfront. Shader Graph (URP/HDRP) Author URP shaders in Shader Graph by default. Drop to handwritten ShaderLab/HLSL only when SG can…