# 5. HDRP Comparison
Part of [[Post-Processing]]. Previous: [[4. Scripting Volume Overrides]]. Next: [[6. Quest Cost and Quality Tiers]].
> [!note] Verification status
> Differences listed here are from the 6000.5 effect-availability table and the render-pipeline feature comparison / HDRP-to-URP migration pages. **This is not a full HDRP lighting tutorial** — see [[HDRP Essentials]].
## 5.1 Same idea, different overrides
HDRP uses the same **Volume / Profile / Override** vocabulary. A profile asset from URP is **not** drop-in compatible with HDRP (and the reverse). If you migrate a project, you recreate volumes and rebuild the look; Unity's migration notes say as much.
Shared override *names* you will recognize: Bloom, Color Adjustments, Color Curves, Channel Mixer, Lift Gamma Gain, Shadows Midtones Highlights, Split Toning, Tonemapping, Vignette, White Balance, Film Grain, Chromatic Aberration, Lens Distortion, Depth of Field, Motion Blur, Panini Projection. The internals, quality options, and performance characteristics still differ. Copying a Bloom intensity from one pipeline to the other will not match.
## 5.2 What HDRP has that URP volumes do not
From the official 6000.5 availability table:
| Effect | HDRP | URP volumes |
|---|---|---|
| **Auto / automatic exposure** | Yes — Exposure override, Mode = Automatic | No |
| **Fog** (as a volume override) | Yes | No (URP fog is not this override) |
| **Screen Space Reflection** | Yes | No |
| **Ray-traced AO / SSR options** | Available in HDRP's stack when the project enables them | No |
| **Physical / more advanced DoF modes** | HDRP's Depth of Field includes physical-style options the URP page does not claim | Simpler URP DoF |
| **Anti-aliasing including TAA** | Frame Settings / HDRP asset | Camera / Quality / URP asset — not a volume |
If you need automatic exposure, a rich fog volume, or SSR, that is a reason to be on HDRP ([[HDRP Essentials]]), not a reason to install PPv2 on URP.
## 5.3 Teaching implication
For a class that ships on **Quest or a broad PC range**, stay on **URP**, grade with the part 2 catalog, and bake what you can ([[Lighting and Baking]]). Use HDRP when the course or the project is already committed to a high-end PC / cinematic look, and teach its exposure and fog as first-class, not as "URP plus extras."
A shared art language still helps: both pipelines have Tonemapping, Color Adjustments, and Bloom. Students who learn those three on URP will find them on HDRP.
## Official docs
- Effect availability: https://docs.unity.com/en-us/engine/6000.5/manual/post-processing-and-full-screen-effects/effect-availability-reference
- Feature comparison: https://docs.unity.com/en-us/engine/6000.5/manual/render-pipelines/choose-a-render-pipeline/feature-comparison
- HDRP to URP migration workflow: https://docs.unity.com/en-us/engine/6000.5/manual/render-pipelines/universal-render-pipeline/introduction/installing-and-configuring-urp/migrating-from-hdrp/workflow
- [[HDRP Essentials]]