URP asset settings

This section of the guide explains the settings that are associated with the Universal Rendering Pipeline (URP) asset. The URP asset affects the image quality and performance of your game.

To see the URP asset settings, follow these steps:

  1. Select your URP asset in the Project view.

    The Inspector view shows the settings associated with your URP asset, as shown in the following image:

The following URP asset settings can have a large impact on the performance of your game:

AntiAliasing (MSAA)
Anti-aliasing is an edge-smoothing technique that blends the pixels around triangle edges. This technique provides a noticeable improvement to the visual quality of your game. There are several anti-aliasing methods, for example Multi-Sampled Anti-Aliasing (MSAA). Setting this option to 4x MSAA is very low-cost operation on Mali GPUs, so you should use this setting whenever possible.

Generally, the Per Pixel setting, rather than the Per Vertex setting, gives the required quality.

The Additional Lights option specifies the number of lights that can affect a given pixel. A high light count per pixel requires many calculations. Most games can use very few dynamic and real-time lights with minimal impact on image quality. Consider using techniques like light maps and projected textures in your game if lighting is causing performance problems.

The Cast Shadows and Shadow Resolution options also add to the performance cost, so these settings should be considered carefully.


High-quality shadows can be computationally intensive. If shadows cause performance problems, try simple shadows, or switch them off. If shadows are important in your game, consider using simple dynamic shadowing techniques like projected textures.

The Distance option lets you reduce load by limiting shadows to objects that are close to the camera.

The Cascades option lets you balance quality and processing time. A higher number of cascades produces better quality but increases the processing overhead.

The Soft Shadows option adds a smoothing filter to the shadow map. This option has a computational cost, so consider whether this smoothing is necessary.

Dynamic Batching
Unity performs dynamic batching transparently, but the computational overhead becomes too large for objects that contain many vertices. Apply static batching to objects that do not move during rendering.
Soft Particles

When using the URP asset, you can turn on soft particles by enabling the Depth Texture option and altering the settings under individual particle materials. Soft particles will then be rendered to the depth texture.

Using soft particles increases the load on the GPU, but is sometimes worth the cost to achieve realistic visuals on your particles. On mobile platforms, rendering to depth textures uses valuable bandwidth.

Future versions of the Unity URP will introduce a deferred renderer that you can use to achieve soft particles. However, deferred rendering means that you cannot access MSAA. Consider whether soft particles are important enough to your game to use them.

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