#unity render pipelines strategy for 2026: https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004 -- basically what could have been inferred from activity:
- URP is the one that's moving forward,
- HDRP is not getting any new features (except for Switch 2 support), so effectively dead long term,
- ye olde Built-in render pipeline (BiRP) is getting deprecated soon, removed "someday".
@aras At my job we're heavily relying on the multi-display system (read often 6+ cameras rendering each frame, mandatory), and when we tried moving to URP and HDRP we found out that the main thread renderloop is really heavy in both SRPs compared to BiRP, especially with HDRP even when removing everything except opaque geometry... Ok sure it looks great but if it can't reach our target framerate then what's the point... URP is more on-par but still worse than BiRP on this point.