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Render pipeline support

Matrix of which Tick UI features run on which render pipeline. Use this when scoping a project that ships across pipelines, or when picking a pipeline for a new project.

Feature matrix

Feature URP BIRP RenderTexture Notes
Basic shape draws (rect, line, polygon, segment, shadow) Shared shaders.
Text and texture draws
Frosted glass Per-call grab-and-blit; cost grows with the number of frosted shapes per frame. Refer to Drawer and batching.
Render scale ≠ 1.0 n/a n/a Injector forwards the active target's pixel dimensions each frame.
Camera target = RenderTexture The shipped injectors forward the texture's pixel size to the drawer.
Camera viewport rect (sub-rect of screen) n/a Forwarded camera pixelWidth/pixelHeight reflects the viewport.
Dynamic resolution n/a n/a URP injector forwards the per-frame target size.
HDR target Bundled shaders write linear colour; HDR targets composite correctly.
Multiple cameras with the integration enabled partial partial n/a Possible but renders the UI per camera. Restrict the URP/BIRP injector to a single camera for HUD usage.
In-world / diegetic UI on a mesh via RenderTexture via RenderTexture Use TickRenderTextureInjector and sample the texture from a material on the surface. Refer to Configure RenderTexture.
Built-in debugger overlay (TICK_DEBUGGER) Independent of pipeline.

All three shipped injectors call recorder.SetRenderTarget(target, size, isOffscreen) each frame, so the drawer's pixel-to-NDC conversion uses the actual target dimensions. Custom integrations need to do the same. Refer to Build a custom integration.

Unsupported pipelines

Pipeline Status Notes
HDRP Not supported out of the box Build a custom integration through TickRecorder. Refer to Build a custom integration.
Custom Scriptable Render Pipelines Not supported out of the box Same as HDRP.
UI Toolkit hosting Not supported out of the box Future work. Build a custom integration if needed today.

Additional resources