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Best practice to learn and experiment
Start with a clean new URP project, then import or copy assets, scenes, folders, etc. from existing projects.
This guide covers real-time lighting only, as it comes in Unity’s URP template scene.
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Render Pipeline
A Render Pipeline is an asset defining the render pipeline itself (URP, HDRP) and its settings. For URP, the render pipeline references one or more Renderer assets and a default Volume Profile asset.
Render Pipelines are referenced first in Project Settings → Quality. Each quality level or target platform may use different RP settings. A default Render Pipeline asset to use when no RP is assigned in Quality can be referenced in Project Settings → Graphics.
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Renderer
A Renderer asset configures the rendering path, rendering features and other settings of the Render Pipeline. All Renderers used by a given Render Pipeline should be referenced in Render Pipeline → Renderer List. These renderers may then be assigned to individual cameras.
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Volume Profile
A Volume Profile is an asset containing a set of lighting and post-processing settings. There are:
Default Volume Profile Settings for URP, referenced at Project Settings → Graphics.
Includes the default parameters for all the available effects, but it doesn’t specify which are enabled or disabled.
A default Volume Profile Overrides, configured in Render Pipeline → Volumes → Volume Profile.
Specifies which effects are enabled and, optionally, a custom configuration. This is the default setup for all the effects when this Render Pipeline is in use.
Any other number of Volume Profile Overrides in the scene (Volume component) selectively applying further overrides to post-processing effects.
These may be Global (for all scene) or Local (covering an area within a collider). The resulting effects and settings are evaluated from all the active Volume components.
If there are no Volume components in the scene, then the default setup is used.
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Suggested Settings folder
For storing all the URP and lighting related assets, along with suggested naming scheme:

URP is configured in Project Settings → Quality, where each quality level or target platform may reference a different Render Pipeline asset.
graph LR
%% Quality Settings path
QS["<b>1. Quality Settings</b><br/>Project Settings → Quality"]
RP["<b>3. Render Pipeline</b><br/>asset in Settings\\Lighting"]
RD["<b>4. Renderer</b><br/>asset in Settings\\Lighting"]
DVP["<b>5. Volume Profile Overrides</b><br/>asset in Settings\\Volumes<br><i>(enabled effects)</i>"]
%% Quality Settings flow
QS --> RP
RP --> RD
RP --> DVP
%% Styling with darker muted colors that work in both light and dark modes
classDef settingsNode fill:#4a5568,color:#fff
classDef assetNode fill:#39314D,color:#fff
classDef rendererNode fill:#554829,color:#fff
classDef volumeNode fill:#364B40,color:#fff
class QS settingsNode
class RP assetNode
class RD rendererNode
class DVP volumeNode
Default settings are referenced in Project Settings → Graphics:
graph LR
%% Graphics Settings path
GS["<b>2. Graphics Settings</b><br/>Project Settings → Graphics"]
DRP["<b>3. Default Render Pipeline</b><br/>asset in Settings\\Lighting"]
GVP["<b>5. Default Volume Profile</b><br/>asset in Settings\\Volumes<br><i>( effects configuration only)</i>"]
%% Graphics Settings flow
GS --> DRP
GS --> GVP
%% Styling with darker muted colors that work in both light and dark modes
classDef settingsNode fill:#4a5568,color:#fff
classDef assetNode fill:#39314D,color:#fff
classDef volumeNode fill:#364B40,color:#fff
class GS settingsNode
class DRP assetNode
class GVP volumeNode