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fix: correct and source Unity version claims in skills, rules, and data
Checked each version-specific claim against Unity docs, release notes, package changelogs, and staff posts: - Built-in pipeline: deprecated starting in 6.5, still in 6.7 LTS, no removal version announced - Package signing in 6.3 warns on unsigned packages; it does not require signatures - CGPROGRAM is not formally deprecated; it is not SRP Batcher compatible - Distributed Authority ships in NGO 2.0 on Unity 6, not Unity 6.4 - Core ECS packages ship with the Editor from 6.4, versioned with it - URP Render Graph is the default since 6.0; Compatibility Mode was removed in 6.3 - Surface Cache GI is a preview planned for 6.7 LTS - URP and Built-in per-object light limits restated from the docs - CoreCLR is an experimental desktop player in the 6.7 alpha, with no published performance figures - HDRP and Unity AI statements match Unity's own wording Affected skills gain a Sources section with the links and check date. deprecated_patterns.json reasons for CGPROGRAM, Camera.main, and Mono are corrected too. Closes #32 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MpEiWjv38TrdFcgqU8ER5L
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‎README.md‎

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@@ -103,7 +103,7 @@ Restart Cursor, then open **your Unity project** (not this repository) and ask t
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|:---------|:-------|
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| **URP** (Universal) | Primary -- recommended for all new projects |
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| **HDRP** (High Definition) | Supported -- maintenance mode guidance |
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| **Built-in** (Legacy) | Migration guidance -- deprecated in Unity 6.5 |
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| **Built-in** (Legacy) | Migration guidance -- deprecated starting in Unity 6.5 |
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</details>
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| **Visual Scripting** | Script Graphs, State Graphs, Subgraphs, custom nodes |
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| **Testing** | Edit Mode and Play Mode tests with Unity Test Framework 2.x |
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| **Addressables** | Async asset loading, groups, labels, remote content delivery |
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| **Platform Targeting** | Platform defines, IL2CPP/CoreCLR backends, build settings |
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| **Platform Targeting** | Platform defines, IL2CPP and Mono backends (CoreCLR status), build settings |
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## Rules (8)
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‎docs/index.md‎

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@@ -54,7 +54,7 @@ For a detailed walkthrough, see the [Getting Started guide](GETTING-STARTED.md).
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|:---------|:-------|
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| **URP** (Universal) | Primary -- recommended for all new projects |
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| **HDRP** (High Definition) | Supported -- maintenance mode guidance |
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| **Built-in** (Legacy) | Migration guidance -- deprecated in Unity 6.5 |
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| **Built-in** (Legacy) | Migration guidance -- deprecated starting in Unity 6.5 |
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## How it works
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‎mcp-server/data/deprecated_patterns.json‎

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{
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"legacy": "CGPROGRAM / ENDCG",
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"replacement": "HLSLPROGRAM / ENDHLSL with URP or HDRP shader libraries",
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"reason": "CG shaders use the legacy built-in pipeline surface shader compiler. HLSL is required for SRP (URP/HDRP) and gives access to modern shader features.",
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"reason": "Not formally deprecated, but CG shaders pull in Built-in include files and are not SRP Batcher compatible. Unity's URP upgrade guide recommends converting them to HLSLPROGRAM with the URP or HDRP shader libraries.",
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"since_version": "2019.3"
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},
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{
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{
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"legacy": "Camera.main (called every frame)",
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"replacement": "Cache Camera.main in a field during Awake/Start",
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"reason": "Camera.main performs FindGameObjectWithTag internally each call. In Unity 2020+, it is cached per frame, but caching it yourself is still clearer and avoids null-check overhead.",
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"reason": "Since Unity 2020.2 the engine caches the main camera, so Camera.main no longer searches by tag. It is still a native call; cache it in a field for code that runs many times per frame, and refresh it when the main camera changes.",
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"since_version": "N/A (best practice)"
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},
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{
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{
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"legacy": "Mono scripting backend",
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"replacement": "IL2CPP scripting backend",
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"reason": "Mono is being phased out. IL2CPP provides better performance, smaller builds on most platforms, and is the only backend available on consoles, iOS, and WebGL.",
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"reason": "IL2CPP is the recommended backend for release builds: it is ahead-of-time compiled and is required on iOS, WebGL, and consoles. Mono stays useful for fast iteration. Unity plans to replace Mono with CoreCLR in Unity 7.0; the CoreCLR desktop player is experimental in the Unity 6.7 alpha.",
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"since_version": "2021.2"
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},
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{

‎rules/shader-conventions.mdc‎

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- Always specify a Fallback shader for compatibility
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- Use properties block for all tweakable values
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- Name properties with underscore prefix: _MainTex, _Color, _Metallic
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- Use HLSLPROGRAM / ENDHLSL blocks, not the deprecated CGPROGRAM / ENDCG
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- Use HLSLPROGRAM / ENDHLSL blocks, not CGPROGRAM / ENDCG (CG shaders are not SRP Batcher compatible and pull in Built-in includes)
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- Include SRP Batcher compatibility: use CBUFFER_START(UnityPerMaterial) for properties in URP/HDRP
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- Minimize shader variants: use shader_feature_local over multi_compile when possible
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- Use half precision where full float is unnecessary (mobile especially)

‎skills/ecs-dots/SKILL.md‎

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## Status in 2026
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The Data-Oriented Technology Stack (DOTS) is now a core part of the Unity engine, not an experimental package. As of Unity 6.4, the Entities package (1.4/1.7) is integrated into the core engine packages. ECS is production-ready for:
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The Data-Oriented Technology Stack (DOTS) is now a core part of the Unity engine, not an experimental package. In Unity 6.4, Entities, Collections, Mathematics, and Entities Graphics became core packages: they ship with the Editor and their version matches it (Entities 6.4 in Unity 6.4). On Unity 6.0 to 6.3, install the Entities 1.x package. ECS is production-ready for:
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- Massive entity counts (thousands to millions)
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- High-performance simulations and physics
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- Use ECS for simulation-heavy systems (AI, pathfinding, particles)
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- Keep GameObjects for UI, cameras, and player controllers
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- Hierarchy V2 (Unity 6.5 opt-in) allows viewing GameObjects and Entities in the same window
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- The new Hierarchy window (opt in under Preferences > General) shows entities alongside GameObjects from Unity 6.5
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## When to Use ECS
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- UI-heavy applications
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- Rapid prototypes where iteration speed matters more than performance
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- Teams unfamiliar with data-oriented programming (learning curve is steep)
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## Sources
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Version-specific statements above were checked on 2026-10-10 against:
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- What's new in Unity 6.4 (core ECS packages): <https://docs.unity3d.com/6000.5/Documentation/Manual/WhatsNewUnity64.html>
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- What's new in Unity 6.5 (Hierarchy window): <https://docs.unity3d.com/6000.6/Documentation/Manual/WhatsNewUnity65.html>

‎skills/networking/SKILL.md‎

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- Transfer ownership for player-controlled objects: `NetworkObject.ChangeOwnership(clientId)`
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- Check ownership: `IsOwner`, `IsServer`, `IsClient`, `IsLocalPlayer`
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### Distributed Authority (Unity 6.4)
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### Distributed Authority (NGO 2.0+, Unity 6)
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New mode for client-hosted games with shared authority:
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- No dedicated server required
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- **Interpolation**: Smooth remote player movement between network updates.
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- **Prediction**: Client predicts the result of its own input immediately. Server corrects if the prediction was wrong.
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- **Always validate on the server**: Never trust client data in competitive games.
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## Sources
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Version-specific statements above were checked on 2026-10-10 against:
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- Netcode for GameObjects 2.0 changelog (Distributed Authority): <https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.0/changelog/CHANGELOG.html>

‎skills/platform-targeting/SKILL.md‎

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|---------|----------|-------------|------------|
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| **IL2CPP** | Production builds, all platforms | Excellent (AOT compiled) | Slower |
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| **Mono** | Editor iteration, quick testing | Good | Fast |
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| **CoreCLR** | Experimental (Unity 6.7 desktop) | Excellent (2-3x over Mono) | Moderate |
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| **CoreCLR** | Experimental desktop player in the Unity 6.7 alpha; not for production. Unity 7.0 plans to replace Mono with CoreCLR | Not yet published by Unity | Not yet published |
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IL2CPP is the recommended backend for all release builds. It compiles C# to C++ for native performance and makes reverse engineering harder.
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Supports: Samsung (Android), PS4, PS5, Xbox. Adjusts rendering quality, framerate targets, and CPU/GPU workload based on device thermal state.
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## Sources
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Version-specific statements above were checked on 2026-10-10 against:
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- CoreCLR scripting and serialization update, June 2026 (Unity staff): <https://discussions.unity.com/t/coreclr-scripting-and-serialization-update-june-2026/1723299>

‎skills/project-setup/SKILL.md‎

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## Target Version
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Unity 6.3 LTS is the recommended baseline for new projects. Unity 6.4 adds opt-in features like Agentic AI tools and core Entities integration. Always use the Unity Hub to manage installations and create projects from verified templates.
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Unity 6.3 LTS (supported until December 2027) is the recommended baseline for new projects. Newer Tech Stream releases add features such as core ECS packages (Unity 6.4); Unity AI (Assistant, the Unity MCP server, and Generators) is in open beta for Unity 6 and later. Always use the Unity Hub to manage installations and create projects from verified templates.
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## Recommended Folder Structure
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- **URP (Universal Render Pipeline)**: Default choice for all new projects in 2026. Covers mobile through high-end console and PC. Active development with Render Graph backend, physical light units, and SCGI (Surface Caching Global Illumination).
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- **HDRP (High Definition Render Pipeline)**: Maintenance mode. Use only for existing projects that depend on HDRP-specific features like volumetric fog or area lights. No new major features planned.
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- **Built-in Render Pipeline**: Officially deprecated in Unity 6.5. Do not start new projects with Built-in. Migration to URP is recommended for all legacy projects.
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- **Built-in Render Pipeline**: Deprecated starting in Unity 6.5 and still available in Unity 6.7 LTS; Unity has not announced a removal version. Do not start new projects with Built-in, and plan a migration to URP for existing ones.
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## Project Settings Recommendations
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| Unity UI | `com.unity.ugui` | Legacy Canvas UI (still valid for world-space) |
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| UI Toolkit | (built-in) | Modern UI for menus, HUD, editor tools |
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As of Unity 6.3, packages must be signed for core standards compliance. The Package Manager shows trust indicators for verified packages. Prefer verified packages over unverified third-party sources.
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From Unity 6.3 the Package Manager checks signatures on tarball packages. Unsigned packages are not blocked; they show a "Signature: Missing" warning. A package with an invalid signature shows an error and should be removed. Prefer Unity-signed and verified packages, and pin third-party packages to a specific version or commit.
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## Project Initialization Checklist
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6. Configure Player Settings (scripting backend, input handling)
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7. Set up quality levels with per-level URP Render Pipeline Assets
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8. Create initial scene with proper lighting setup
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## Sources
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Version-specific statements above were checked on 2026-10-10 against:
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- Render pipelines strategy for 2026 (Unity staff): <https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004>
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- Package signatures (Unity 6.3 manual): <https://docs.unity3d.com/6000.3/Documentation/Manual/upm-signature.html>
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- Unity 6 release and support dates: <https://unity.com/releases/unity-6/support>

‎skills/render-pipeline-detection/SKILL.md‎

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## Current Pipeline Landscape (2026)
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- **URP (Universal Render Pipeline)**: The default and actively developed pipeline. Use for all new projects.
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- **HDRP (High Definition Render Pipeline)**: In maintenance mode. No new features planned beyond Switch 2 support. Existing HDRP projects can continue, but new projects should prefer URP.
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- **Built-in Render Pipeline (BiRP)**: Officially deprecated as of Unity 6.5. Supported through Unity 6.7 LTS but not recommended for any new work.
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- **HDRP (High Definition Render Pipeline)**: Unity plans no new HDRP features and focuses its maintenance on stability, regressions, and critical issues; Switch 2 support is the one area in active work. Existing HDRP projects can continue, but new projects should prefer URP.
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- **Built-in Render Pipeline (BiRP)**: Deprecated starting in Unity 6.5. It is still available in Unity 6.7 LTS and Unity commits to supporting it until at least the end of 2028; no removal version has been announced. Not recommended for new work.
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## Detection at Edit Time
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### Shader Program Blocks
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- URP/HDRP: Use `HLSLPROGRAM` / `ENDHLSL`
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- Built-in: Used `CGPROGRAM` / `ENDCG` (deprecated)
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- Built-in: Traditionally `CGPROGRAM` / `ENDCG`. Not formally deprecated, but CG shaders are not SRP Batcher compatible, so convert them when moving to URP or HDRP.
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### Post-Processing
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| Feature | URP | HDRP | Built-in |
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| Per-object light limit | Configurable (default 8) | Virtually unlimited | 8 (forward) |
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| Per-object light limit | Forward: 1 main + up to 8 additional. Forward+: no per-object limit (per-camera limits apply) | Virtually unlimited | Pixel Light Count (Quality settings) lit per pixel, up to 4 per vertex, the rest by spherical harmonics |
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| Area lights | Baked only | Real-time | Baked only |
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| Volumetric lighting | Light cookies/fog | Full volumetric | Third-party |
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| Global Illumination | SCGI (6.7), Lightmaps | Ray tracing, Path tracing | Lightmaps |
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| Global Illumination | Lightmaps, Adaptive Probe Volumes; Surface Cache GI in preview, planned for Unity 6.7 LTS | Ray tracing, Path tracing | Lightmaps |
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### Render Graph Backend
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Both URP and HDRP use the Render Graph backend as of Unity 6.3. This enables:
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URP uses Render Graph by default from Unity 6.0. URP Compatibility Mode (the non-Render Graph path) was removed in Unity 6.3, so custom URP passes must use the Render Graph API. HDRP is also built on Render Graph. This enables:
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- Dynamic resource allocation
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- Reduced CPU overhead for complex rendering setups
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### HDRP to URP
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Consider this for projects that do not need HDRP-exclusive features. HDRP is in maintenance mode, while URP continues to receive new features. Conversion requires shader and material updates, as the two pipelines use different shader libraries.
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## Sources
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Version-specific statements above were checked on 2026-10-10 against:
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- Render pipelines strategy for 2026 (Unity staff): <https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004>
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- Upgrade to Unity 6.3 (URP Compatibility Mode removal): <https://docs.unity3d.com/6000.3/Documentation/Manual/UpgradeGuideUnity63.html>
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- Light limits in URP: <https://docs.unity3d.com/6000.3/Documentation/Manual/urp/lighting/light-limits-in-urp.html>
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- Surface Cache GI preview (Unity staff): <https://discussions.unity.com/t/surface-cache-gi-preview/1720494>
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- Converting Built-in shaders to URP (CGPROGRAM and SRP Batcher): <https://docs.unity3d.com/6000.3/Documentation/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html>

‎skills/shader-development/SKILL.md‎

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## HLSL Shader Structure for URP
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All modern Unity shaders use `HLSLPROGRAM` blocks. The legacy `CGPROGRAM` is deprecated for scriptable render pipelines.
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Write `HLSLPROGRAM` blocks for URP and HDRP. `CGPROGRAM` is not formally deprecated, but it pulls in Built-in include files and CG shaders are not SRP Batcher compatible, so Unity's URP upgrade guide says to convert them to HLSL.
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```hlsl
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## Sources
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Version-specific statements above were checked on 2026-10-10 against:
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- Converting Built-in shaders to URP (CGPROGRAM and SRP Batcher): <https://docs.unity3d.com/6000.3/Documentation/Manual/urp/urp-shaders/birp-urp-custom-shader-upgrade-guide.html>
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- Render pipelines strategy for 2026 (Unity staff): <https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004>

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