Scriptable Render Pipeline (SRP)
Scalable graphics rendering performance

The Lightweight Render Pipeline (LWRP) is a prebuilt Scriptable Render Pipeline (SRP) that is optimized for delivering high graphics performance. It’s scalable to mobile platforms, as well as higher-end consoles and PCs.

LWRP: Optimizing real-time performance

LWRP is optimized for the needs of mobile game creators: 

  • Open and flexible rendering that’s customizable using C# script
  • Scalable graphics quality to meet device performance, so you get maximum-quality graphics on high-end devices and optimized performance on lower-end devices
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LWRP versus built-in rendering

Single-pass forward rendering
Shader Graph support

Built-In Render Pipeline
General purpose
Supports forward or deferred rendering

Feature comparison table

The LWRP is supported on the following platforms:

  • Windows and UWP
  • Mac and iOS
  • Android
  • Xbox One
  • PlayStation 4
  • Nintendo Switch
  • All current VR platforms

Configure rendering in Unity from C# script

The ability to configure rendering in Unity from a C# script will enable you to:

  • Optimize performance for specific hardware
  • Customize rendering processes on a granular level, according to your needs
  • Control how your performance resources are used

LWRP is out of Preview and production-ready with Unity 2019.1

Frequently Asked Questions

When will Unity graphics-rendering pipelines be available?

LWRP will be verified for 19.1. SRP will be coming out of preview, but we’ll suggest that users use LWRP. HDRP is scheduled to stay in preview until 19.3.

What is the correct abbreviation use?

High Definition Render Pipeline (HDRP) and Lightweight Render Pipeline (LWRP). It used to be LW RP and HD RP but we (PM/PMM) decided to follow the classic convention for various reasons as pr. the 2018.2 release.

What is Scriptable Render Pipeline (SRP)?

SRP allows developers to write how Unity renders a frame in C#. We will release two built-in rendering pipelines with Unity: lightweight and high-definition. With each pipeline focused on a set of target platforms, we can speed up their development. By exposing the rendering pipelines to C#, Unity is less of a black box. Developers can use the built-in pipelines, develop their own pipeline from scratch, or even adapt the built-in pipelines to their game-specific requirements.

Where’s the LWRP source? How can I modify it or create my own pipeline?

LWRP resources are embedded in a package that is downloaded by the Unity Package Manager. The package contents lie inside an internal Unity cache and they are not visible in the project folder. If you want to access to LWRP source, take a look at the SRP GitHub page. We are working on the API and shader documentation at the moment.

Can I use LWRP and HDRP at the same time?

No. They're both built with the SRP, but their render paths and light models are different.

Can I convert from one pipeline to the other?

You can convert from the Unity Built-In Render Pipeline to LWRP. To do so, you'll have to rewrite your assets and redo the lighting in your game or app. You can use our upgrader to upgrade Built-in Shaders to LWRP Shaders. For custom Shaders, you'll have to upgrade them manually.

You should not swap pipeline assets from one pipeline to another at run time. There's no upgrader from LWRP toHDRP.

How do I update the LWRP package?

You should update the LWRP via the Package Manager. In the Unity Editor, go to Unity > Window > Package Manager, and find the Lightweight RP package.

If you’ve added SRP code or Shader Graph manually via GitHub, make sure to upgrade them to the same package version as LWRP in your manifest file.

Is there an extended FAQ?

Yes, see our extended FAQs here.

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