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Built-In Render Pipeline quality settings in URP reference

Find settings from the Quality window of the Built-In Render Pipeline, either in the Project Settings window or the URP asset in URP.
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When you use the Rendering Settings section in the Render Pipeline Converter, Unity converts the settings in your Built-In Render Pipeline project to the corresponding settings in the Universal Render Pipeline (URP).
注意
To match the performance of the Low and High quality presets from the Built-In Render Pipeline in URP, refer to Match the quality level performance of the Built-In Render Pipeline in URP.
The following tables list all the settings in the Project Settings Quality section of a Built-In Render Pipeline project, and where that setting is now located in URP.

Rendering section

Built-In Render Pipeline setting

URP setting

Render Pipeline AssetProject Settings > Quality > Rendering > Render Pipeline Asset
Pixel Light CountIn URP, the maximum number of realtime lights per object depends on the render path in use. For more information, refer to Rendering Path comparison.

To set the light count per object, use the following property: URP Asset > Lighting > Additional Lights > Per Pixel > Per Object Limit
Anti-aliasingThere are two types of anti-aliasing in URP: you control Multisample Anti-aliasing (MSAA) in the URP asset, and other anti-aliasing types on a per camera basis. For more information refer to Anti-aliasing in the Universal Render Pipeline.

To control MSAA, use the following property:

URP Asset > Quality > Anti-aliasing (MSAA)

To control any other type of anti-aliasing, use the following property on a per camera basis:

Camera > Rendering > Anti-aliasing
Realtime Reflection ProbesProject Settings > Quality > Rendering > Realtime Reflection Probes
Resolution Scaling Fixed DPI FactorThis property remains in the same place in URP. However, URP also supports the use of Upscalers to handle resolution scaling in the URP asset. For more information on the use of upscalers, refer to Quality in the URP asset.

To set Resolution Scaling Fixed DPI Factor, use the following property:

Project Settings > Quality > Rendering > Resolution Scaling Fixed DPI Factor

To set resolution scaling in the URP asset, use the following property:

URP Asset > Quality > Render Scale and Upscaling Filter
VSync CountProject Settings > Quality > Rendering > VSync Count

Textures section

Built-In Render Pipeline setting

URP setting

Global Mipmap LimitProject Settings > Quality > Textures > Global Mipmap Limit
Anisotropic TexturesProject Settings > Quality > Textures > Anisotropic Textures
Mipmap StreamingProject Settings > Quality > Textures > Mipmap Streaming

Particles section

Built-In Render Pipeline setting

URP setting

Soft ParticlesTo enable soft particles, use the shader keyword
_SOFTPARTICLES_ON
inside the relevant particle shaders.
Particle Raycast BudgetProject Settings > Quality > Particles > Particle Raycast Budget

Terrain section

Built-In Render Pipeline setting

URP setting

Billboards Face Camera PositionProject Settings > Quality > Terrain > Billboards Face Camera Position
Use Legacy Details DistributionProject Settings > Quality > Terrain > Use Legacy Details Distribution

Shadows section

Built-In Render Pipeline setting

URP setting

Shadowmask ModeProject Settings > Quality > Shadows > Shadowmask Mode
ShadowsIn URP you can enable shadows from two types of light separately. One is the Main Light of a scene, and the other is all other Additional Lights. To do this, set following properties as necessary:

To enable shadows cast by the Main Light, use the following property:

URP Asset > Lighting > Main Light > Cast Shadows

To enable shadows cast by Additional Lights, use the following property:

URP Asset > Lighting > Additional Lights > Cast Shadows

Note: You no longer select the type of Shadows when you enable shadows. Instead to use Soft Shadows, enable URP Asset > Shadows > Soft Shadows and select an appropriate quality level.
Shadow ResolutionYou can set Shadow Resolution separately for the Main Light and Additional Lights. Additional Lights use a Shadow Atlas with three tiers: Low, Medium, and High.

To set the shadow resolution for the Main Light, use the following property:

URP Asset > Lighting > Main Light > Shadow Resolution

To set the shadow resolution for Additional Lights, use the following properties:

URP Asset > Lighting > Additional Lights > Shadow Atlas Resolution and Shadow Resolution Tiers
Shadow ProjectionURP only supports Stable Fit Shadow Projection.
Shadow DistanceURP Asset > Shadows > Max Distance
Shadow Near Plane OffsetNo equivalent setting, because URP's shadow system doesn't use this property.
Shadow CascadesURP Asset > Shadows > Cascade Count
Cascade SplitsShadow Cascade Splits are now controlled by a dynamic set of properties based on the Cascade Count. The URP asset displays a visual representation of the Cascade Splits below the Split values as a bar with multiple segments, with each segment representing the size of a given split.

You can control the size of each Shadow Cascade Split with the following properties:

URP Asset > Shadows > Cascade Count > Split 1, Split 2, Split 3, and Last Border

Async Asset Upload section

Built-In Render Pipeline setting

URP setting

Time SliceProject Settings > Quality > Async Asset Upload > Time Slice
Buffer SizeProject Settings > Quality > Async Asset Upload > Buffer Size
Persistent BufferProject Settings > Quality > Async Asset Upload > Persistent Buffer

Level of Detail section

Built-In Render Pipeline setting

URP setting

LOD Group BiasProject Settings > Quality > Level of Detail > LOD Group Bias
Maximum LOD Group LevelProject Settings > Quality > Level of Detail > Maximum LOD Group Level
LOD Cross FadeURP Asset > Quality > LOD Cross Fade

Note: URP offers three options for LOD Cross Fade: Bayer, Blue Noise and 2x2 Stencil. These are both different to Built-In's use of Dither.

Meshes section

Built-In Render Pipeline setting

URP setting

Skin WeightsProject Settings > Quality > Meshes > Skin Weights

Additional resources