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Universal Render Pipeline compatibility in XR

Understand which Universal Render Pipeline features are compatible with XR platforms.
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Support for XR features in the Universal Render Pipeline (URP) varies by URP package version. This page details compatibility between XR features in Unity 6 and the latest compatible URP version.
To determine which version of URP is compatible with your current Unity version, refer to the Requirements and compatibility page in the Universal Render Pipeline documentation.
Unity 6 supports the following AR and VR features in the Universal Render Pipeline:

Feature

Supported in XR

Post-processing effects: BloomYes
Post-processing effects: MotionBlurYes
Post-processing effects: Lens DistortionNo
Post-processing effects: Depth of FieldYes
Post-processing effects: ToneMappingYes
Spatial Temporal Post-ProcessingNo
Other post-processing effects (color adjustment, etc.)Yes
GI (Global Illumination)Yes
HDRYes
MSAAYes
Physical CameraNo
CopyColor / ColorDepthYes
Multi DisplayNo
Camera StackingYes
Cascaded ShadowYes
sRGBYes
SkyboxYes
FogYes
BillboardYes
Shader GraphYes (1)
ParticlesYes
TerrainYes
2D UI (Canvas Renderer, Text Mesh Pro)Yes
URP Debug (Scene View Mode, Frame Debug)Yes (2)
  • (1) Although Shader Graph shaders can run in XR, Shader Graph doesn't currently support the XR utility feature to create SPI-compatible shader input textures. Unity will expand support for Shader Graph functionality in future releases.
  • (2) Unity supports frame debugging for mock HMDs. Currently, there is no support for Meta/Oculus.
In Unity 6.3 and newer, you can use on-tile post-processing to enable certain URP post-processing effects on XR devices. Refer to On-tile post-processing to learn more about on-tile post-processing and how to enable it in your XR project.
To learn more about post-processing effects, refer to the Effect list page in the Universal Render Pipeline documentation.