Performance and compatibility
Compatibility
Review the supported Unity 6, URP, graphics API, and fallback matrix.
Unity 6000.0+ editor matrix
Six isolated URP projects resolved the local package, compiled the runtime, editor, and test assemblies without C# or shader errors, passed package reimport, static audit, and release validation, and passed the complete 398/398 EditMode assembly:
| Unity editor | resolved Collections | resolved URP/Core RP | result |
|---|---|---|---|
6000.0.0f1 | 2.4.0 | 17.0.3 | 398/398 |
6000.0.79f1 | 2.6.7 | 17.0.4 | 398/398 |
6000.3.20f1 | 2.6.6 | 17.3.0 | 398/398 |
6000.4.0f1 | 6.4.0 | 17.4.0 | 398/398 |
6000.5.4f1 | 6.5.0 | 17.5.0 | 398/398 |
6000.7.0a3 | 6.5.0 | 17.7.0 | 398/398 |
The disposable projects used Metal, a real URP asset, and rendering layers so the two pixel-level renderer tests executed rather than becoming inconclusive. This matrix proves package resolution, Editor compilation, shader import, and EditMode behavior on the named editors. It does not replace Development Player performance and visual measurements, which remain tied to the documented Unity 6000.4.0f1 configurations.
Supported release-candidate configuration
| surface | 26.8.0 release-candidate status |
|---|---|
| Unity | package and Editor matrix from 6000.0.0f1 through 6000.7.0a3; full Player evidence on 6000.4.0f1 |
| URP | package and Editor matrix from 17.0.3 through 17.7.0; full Player evidence on 17.4.0 |
| operating systems | macOS on Apple silicon; Windows 11 build 26200 on the measured NVIDIA host |
| graphics APIs | Metal; Vulkan on NVIDIA GeForce RTX 2080 Ti with driver 610.47 |
| unmeasured Windows boundary | no claim for other GPU vendors, GPU models, drivers, or Windows builds |
| render path | URP Forward and Forward+ package shader paths |
| camera | main non-stereo base Game camera for automatic Hi-Z |
| HDRP | unsupported |
| Built-in Render Pipeline | unsupported |
The manifest declares Unity 6000.0.0f1, Collections 2.2.0, and URP/Core RP 17.0.3 as compatible minimums. Unity resolves the compatible built-in package versions shown above. Pre-6000.3 code uses instance IDs, the older object-search overload, the older depth-normal packing and shadow-clamping contracts, and the normal renderer without Hi-Z. Unity 6000.3 and newer use EntityId, newer RenderGraph Hi-Z APIs, and the newer shader helpers. Unity 6000.5 and newer use the transposed TerrainData.GetHoles array order observed in those editors.
Automatic Hi-Z compatibility
Automatic mode requires compute shaders, asynchronous GPU readback, R32_SFloat load/store, a supported non-mobile target, and a profitable stable view. Unsupported, unavailable, moving, or unprofitable conditions fall back to normal rendering without false depth culling. Explicit Hi-Z remains a controlled diagnostic mode.
Unity versions before 6000.3 do not expose the RenderGraph texture-origin and asynchronous-readback APIs required by this implementation, so they use the normal renderer without Hi-Z suppression. The Metal and measured Vulkan self-depth paths are validated on Unity 6000.4. On the named RTX 2080 Ti host, controlled Hi-Z culls remained stable, a camera move greater than 2 m cleared stale history within one rendered frame, and explicit Off retained every valid blade.
Motion vectors and temporal antialiasing
Standard quality emits camera-only motion vectors. Cinematic can emit procedural previous-frame wind, gust, terrain-offset, and stomp history through the URP MotionVectors pass. Use TAA or another suitable temporal path when the target presentation needs stable subpixel mid/far blades.
Shadows and additional lights
The package receives the URP main-light shadow map and supports its documented additional-light modes. Standard desktop presentation does not cast every blade into cascades. Cinematic and custom profiles can opt into the heavier paths, which must be measured on the target renderer and API.
Renderer feature expectations
No custom URP renderer feature is required. The package uses indirect rendering, compute resources, package shaders, and runtime callbacks. Project depth, opaque texture, post-processing, and TAA settings remain project-owned and should be recorded with visual evidence.
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