Our goals for URP in the 2023 releases are to finalize remaining items for functional parity with the Built-in Render Pipeline, provide better documentation and guidelines, and polish the workflows and performance based on your feedback. Next to Volume framework performance, shader build time, and memory usage improvements, some new feature highlights we’re working on are Adaptive Probe Volumes, Temporal Anti-Aliasing, High Dynamic Range Display Output, and Foveated Rendering for VR.
One of your most requested items is Surface Shader functionality. In the coming weeks, we will share an update and public demo on Block Shaders with a new intuitive syntax and unified shader authoring workflow across the rendering pipelines.
We are also making further improvements to the foundation of URP, mainly via the ongoing project of adopting Render Graph in URP. This will allow us to increase the stability of URP on all platforms. At the same time, Render Graph guarantees that a minimal amount of GPU memory is used. Render Graph will be available in 2023. The adoption of Render Graph also allows us to bring the code base closer to HDRP to prepare for additional compatibility between the two pipelines as part of our longer-term goal for SRPs.
With full functional parity, you’ll be able to confidently use URP instead of the Built-in Render Pipeline without needing to compare features. This will greatly simplify decision making when selecting a render pipeline for your game. We want to give ample time for you to migrate your projects, so we will still provide full support for the built-in option in 2023 LTS.
If you’re looking to take the step from using the Built-in Render Pipeline to URP, we recommend our new technical guide, Introduction to the Universal Render Pipeline for advanced Unity creators, which my team and I worked on.
Source: Unity Technologies Blog