#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".
...meanwhile, a game I am a tiny bit tinkering with (shipping 2027), is on BiRP, because it was not clear whether switch to URP would gain any advantages (it was clear that it would be some disadvantages) :/
@aras Could you elaborate on the disadvantages? We're also still on BiRP, because that's what we know.
@lumpn I meant URP disadvantages, major one being insanely long build times, since for some reason URP has alot of shader variants. Also many things in URP need “enterprise grade” interfaces and classes and abstractions for some reason.
@lumpn BiRP disadvantages: potentially slower batching, no support for GPU resident drawer / GPU occlusion, no support for VFX graph, etc.