Standard (Built in render pipeline) vs URP vs HDRP in Unity3d

        In this post, we will outline some of the main differences between render pipelines in Unity, specifically the Built-in Render Pipeline or Unity standard/default/Old pipeline, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP). Before we get started, let me share some of the links where you can check the detailed feature comparison of these three render pipelines (built-in or standard RP vs URP vs HDRP). This post is very detailed, and if you are particularly interested in comparing URP vs the Built-in Render Pipeline, you can find more detailed information on Unity's official documentation here that unity updates with every new release of the URP package.

Built-in RP, URP, HDRP differences, and Use

Before we delve into the differences between each rendering pipeline, let's first establish the fundamental distinction between them. Although all three pipelines are designed for specific use cases and purposes, the key difference lies in the fact that URP and HDRP are built upon the Scriptable Render Pipeline (SRP), whereas the Built-in render pipeline is built on the older Unity render pipeline, which lacks rendering capabilities customization options. This means that URP and HDRP offer a significant amount of rendering customization, in contrast to the Built-in render pipeline.
With the SRP, developers can even build their own custom render pipelines.
These three render pipelines are each intended for different purposes. The Built-in RP is a one-size-fits-all solution, whereas HDRP is tailored towards AAA or high-fidelity work. URP, on the other hand, is designed for less powerful devices such as mobile or web platforms.

Render Pipeline 2 Major Differences 

First and foremost, I would like to highlight the extensive asset store support for the Built-in render pipeline in the Unity asset store. This is due to the fact that it has been the default pipeline since day one, making it the most widely supported option available. Therefore, it holds a top position in this regard.
The second important factor to consider is the platform on which your game will be played. For mobile devices such as iOS, Android, WebGL, or Nintendo Switch, High Definition Render Pipeline (HDRP) is not supported. In such cases, the Universal Render Pipeline (URP) or the Built-in pipeline are the available options. Furthermore, if you seek better performance, URP would be a better choice compared to the Built-in render pipeline.

Only supported Features on URP

2D Lights  & Shadows are only supported on URP.

Not Supported Feature on URP

screen space reflections

Not Supported on HDRP

The following features or platforms are not supported on HDRP but are available on Built-in RP and URP:

  • 2D
  • WebGL
  • Andriod
  • iOS
  • Nintendo Switch

Only supported Features on HDRP

These things are only supported on HDRP:
  • Ray Tracing support
  • Path tracing support
  • Volumetric Clouds
  • Nvidia Deep Learning super sampling (DLSS)

Not Supported On Built-in Render Pipeline

These features are not supported on built-in RP while available on HDRP and URP:

  • VFX Graph
  • PBS Terrain
  • Decals
  • Batching by shader
  • Built-in post-processing

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