Performance is a key concern for many developers, and you're absolutely right to bring it up.
To clarify, the goal of the unified rendering strategy isn’t to merge URP and HDRP directly into a single, heavy pipeline or compromise performance. Instead, we’re bringing the two pipelines much closer together under the hood, unifying core systems like Render Graph, lighting and probe data, camera and post-processing infrastructure, and more.
This means both pipelines will share a much more consistent foundation, making it easier for users to learn, author, and switch between them, while still preserving their unique strengths. URP will remain focused on broad scalability and flexibility, while HDRP provides advanced rendering features for platforms with more compute capacity.
We’re being very careful to avoid performance regressions. In fact, a big part of this work is about making rendering more efficient, streamlined, and easier to maintain - not heavier.
If you're targeting specific platforms or workflows, feel free to share - we're happy to give more context around how these changes might benefit your use case.