Unity Technologies has detailed its strategy for render pipelines in 2026, signaling a significant shift in focus towards the Universal Render Pipeline (URP) and a measured approach to both the High Definition Render Pipeline (HDRP) and the Built-in Render Pipeline (BIRP). The changes, discussed in community forums and live events, aim to simplify workflows for developers and concentrate resources where they can deliver the greatest impact, according to Unity officials.
The announcement confirms the long-anticipated evolution away from HDRP as a primary development target. While HDRP will continue to be maintained, no modern features are planned. Instead, Unity is prioritizing expanding HDRP’s platform reach, with active development underway to bring support to the Nintendo Switch 2 in 2026, offering developers a pathway to reach new players on the upcoming console. An official preview for Nintendo developers is slated for Unity version 6.5.
Simultaneously, Unity is initiating the official deprecation process for the Built-in Render Pipeline, starting with Unity 6.5. This move underscores the company’s commitment to streamlining its offerings and encouraging developers to adopt Scriptable Render Pipelines (SRPs), particularly URP, for new projects. The Built-in Render Pipeline will remain available through Unity 6.7 LTS, with continued support through 2028 and 2029 for Unity Enterprise and Industry users, providing a transition period for studios with existing live games.
The core of Unity’s revised strategy centers on accelerating the development of the Universal Render Pipeline. The company intends to deliver faster performance, reduced build times, enhanced stability, and increased extensibility within URP, alongside new advanced 3D lighting capabilities for both dynamic and procedural worlds. These enhancements will include support for physical light units, pre- and auto-exposure, a physical sky and dynamic sky manager, real-time global illumination, screen-space reflections, and on-tile post-processing for mobile devices.
Focus on Universal Render Pipeline
Unity’s decision to prioritize URP reflects a broader industry trend towards scalable, high-performance rendering solutions. The company aims to empower developers to rapidly innovate and prototype games across a wide range of genres and platforms. According to Unity discussions, the focus will be on creating a pipeline that balances visual fidelity with performance efficiency, making it suitable for everything from mobile games to high-complete PC and console titles.
The shift similarly addresses developer feedback regarding the complexity of managing multiple render pipelines. By consolidating efforts around URP, Unity hopes to reduce fragmentation and provide a more unified development experience. This simplification is expected to lower the barrier to entry for new developers and streamline workflows for experienced teams.
HDRP Support for Nintendo Switch 2
Despite the lack of new feature development, maintaining HDRP support for the Nintendo Switch 2 is a key component of Unity’s 2026 plan. This commitment ensures that developers utilizing HDRP have a clear path to deploy their projects on the next-generation Nintendo hardware. The Nintendo Switch 2 preview in Unity 6.5 will provide developers with the tools and insights needed to optimize their HDRP projects for the new platform.
Built-in Render Pipeline Deprecation
The deprecation of the Built-in Render Pipeline is a significant step towards modernizing Unity’s rendering architecture. While the pipeline will remain available for existing projects for several years, Unity strongly encourages developers to migrate to URP for new projects. This transition is intended to foster innovation and ensure that developers are leveraging the latest rendering technologies.
For studios relying on the Built-in Render Pipeline for live games, Unity recommends exploring porting projects to Scriptable Render Pipelines to ensure long-term compatibility and access to future updates. The company will continue to provide support for the Built-in Render Pipeline through Unity 6.7 LTS, with extended support available for Enterprise and Industry users through 2029.
What’s Next for Unity Rendering
The changes outlined by Unity represent a strategic realignment of resources towards a more focused and streamlined rendering ecosystem. The company’s commitment to URP, coupled with continued support for HDRP on emerging platforms like the Nintendo Switch 2, positions Unity to meet the evolving needs of game developers. The success of this strategy will depend on the effective implementation of URP’s new features and the smooth transition of developers away from the Built-in Render Pipeline.
As Unity continues to refine its render pipeline strategy, developers should stay informed about the latest updates and best practices. The company’s official forums and documentation will be crucial resources for navigating these changes and maximizing the potential of Unity’s rendering capabilities.
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