ReignRP is a Forward only Unity3D Render-Pipeline focused on VR and low-end GPU performance while maintaining visual appeal.
URP seems to have performance overhead BuiltInRP does not causing regression for performance constrained projects. There are also other complexities in URP in its ShaderGraph, lighting override or post-processing pipelines that are more time consuming or missing fundumental vertex buffer streams causing technical challanges.
Further there are other ways to increase performance beyond BuiltInRP.
- Standard HLSL shader system with custom override features
- Custom-Specular PBR like Lit features
- Unlit features
- Lightmap features
- VR support (missing SinglePass instanced)
- GI features (TBD)
- Realtime shadows
- Reduced culling options
- Simpler shader options
- Shader complexity reduction options
- Simpler shadow options
- Optimized skybox clearing