Universal Renderer asset reference for URP
Explore the properties and settings in the URP Renderer, for example the rendering path.
Read time 4 minutesLast updated a month ago
This page describes the URP Universal Renderer settings.
For more information on rendering in URP, also check Rendering in the Universal Render Pipeline.
How to find the Universal Renderer asset
To find the Universal Renderer asset that a URP asset is using:
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Select a URP asset.
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In the Renderer List section, click a renderer item or the vertical ellipsis icon (⋮) next to a renderer.

How to find the Universal Renderer asset
Properties
Filtering
This section contains properties that define which layers the renderer draws.
Property | Description |
|---|---|
| Prepass Layer Mask | The layers that GameObjects must be assigned to in order to affect any prepass. |
| Opaque Layer Mask | The layers that opaque GameObjects must be assigned to in order to be rendered. |
| Transparent Layer Mask | The layers that transparent GameObjects must be assigned to in order to be rendered. |
Rendering
This section contains properties related to rendering.
Property | Description |
|---|---|
| Rendering Path | Select the Rendering Path. Options:
|
| Depth Priming Mode | Skips drawing overlapping pixels, to speed up rendering. Unity uses the depth texture to check which pixels overlap. The rendering improvement depends on the number of overlapping pixels and the complexity of the pixel shaders. Note: If you use custom shaders, Unity renders opaque objects as invisible unless you add passes with The options are:
|
| Accurate G-buffer normals | Indicates whether to use a more resource-intensive normal encoding/decoding method to improve visual quality. This property is available only if Rendering Path is set to Deferred. |
| Depth Texture Mode | Specifies the stage in the render pipeline at which to copy the scene depth to a depth texture. The options are:
|
Native RenderPass
This section contains properties related to URP's Native RenderPass API.
Property | Description |
|---|---|
| Native RenderPass | Indicates whether to use URP's Native RenderPass API. When enabled, URP uses this API to structure render passes. As a result, you can use programmable blending in custom URP shaders. For more information about the RenderPass API, refer to ScriptableRenderContext.BeginRenderPass. Note: Enabling this property has no effect on OpenGL ES. |
Shadows
This section contains properties related to rendering shadows.
Property | Description |
|---|---|
| Transparent Receive Shadows | When this option is on, Unity draws shadows on transparent objects. |
Post-processing
Property | Description |
|---|---|
| Enabled | Enables post-processing effects in your scene. If disabled, Unity excludes post-processing renderer passes, shaders, and textures from the build. |
| Data | Selects the asset that the renderer uses for post-processing. This property is available only when Enabled is enabled. |
Overrides
This section contains Render Pipeline properties that this Renderer overrides.
Stencil
With this check box selected, the Renderer processes the Stencil buffer values.

URP Universal Renderer Stencil override
For more information on how Unity works with the Stencil buffer, refer to ShaderLab: Stencil.
In URP, you can use bits 0 to 3 of the stencil buffer for custom rendering effects. This means you can use stencil indices 0 to 15.
Compatibility
This section contains settings related to backwards compatibility.
Property | Description |
|---|---|
| Intermediate Texture | This property lets you force URP to renders via an intermediate texture. Options:
|
Renderer Features
This section contains the list of Renderer Features assigned to the selected Renderer.
For information on how to add a Renderer Feature, check How to add a Renderer Feature to a Renderer.
URP contains the pre-built Renderer Feature called Render Objects.