HDRP
Unity’s High Definition Render Pipeline
Also known as: High Definition Render Pipeline
Definition
HDRP (High Definition Render Pipeline) is Unity’s deferred-renderer-based pipeline aimed at photoreal projects on PC and console. It supports volumetric lighting, screen-space reflections, physically-based sky, area lights, ray-traced effects, and a richer material system than URP. HDRP demands far more from hardware than URP — it is not a drop-in upgrade and projects do not switch lightly.
In production
HDRP's material system is significantly richer than URP's — supporting layered materials, subsurface scattering presets for skin, and measured real-world material import — which is why architectural visualization and cinematic-style games default to it. HDRP demands far more from hardware than URP: it requires compute shader support and is not viable on most mobile devices or the Nintendo Switch, and its GPU cost per light is meaningfully higher due to the additional deferred passes. Because HDRP and URP use incompatible shader graphs and lighting models, converting a project between them is not a drop-in upgrade — studios must decide at pre-production which pipeline to commit to, since mid-project migrations effectively mean rebuilding every material and re-tuning every light.