Highly customizable rendering technology

Scriptable Render Pipeline (SRP) lets you tailor the rendering process to your target platform so you can optimize performance for specific hardware.

Next-level rendering

When it comes to graphics, you need control to shape your vision and power to push your visuals. SRP gives developers the option to take advantage of our two render pipelines out of the box, use them as a template to customize their own solution, or create their own from scratch – so you have the right tools for your project.

Universal Render Pipeline

The Universal Render Pipeline (formerly known as the Lightweight Render Pipeline) is the best option to use if your project needs platform reach. It’s a powerful solution that delivers beauty and performance, without having to customize your code. Best of all, it scales to all of the platforms Unity targets.

High Definition Render Pipeline

The High Definition Render Pipeline (HDRP) is ideal for pushing graphics on high-end hardware to create stunning, high-definition visuals that are performant on compute-capable hardware. It supports both forward and deferred rendering and uses physically based lighting and materials.

More control for developers

The ability to configure rendering in Unity from C# scripts 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

SRP: What you need to know

Learn about the benefits of the new render pipeline and how it gives developers more control, customization, and performance optimization for your game.

Intro to SRP and Universal Render Pipeline

Get a high-level overview of the SRP technology and a demonstration on how to set up the Universal Render Pipeline (formerly LWRP) in the Editor. Learn about the performance advantages of SRP.

SRP Batcher: Speed up your rendering

SRP includes a low-level engine rendering loop called SRP Batcher that can speed up your CPU during rendering by 1.2x to 4x, depending on the Scene. Let’s see how to use this feature to its fullest.

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