{"id":489996,"date":"2026-06-22T14:44:10","date_gmt":"2026-06-22T14:44:10","guid":{"rendered":"https:\/\/www.newsbeep.com\/nz\/489996\/"},"modified":"2026-06-22T14:44:10","modified_gmt":"2026-06-22T14:44:10","slug":"unity-releases-unity-6-5-discover-5-key-features-for-cg-artists","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/nz\/489996\/","title":{"rendered":"Unity releases Unity 6.5: discover 5 key features for CG artists"},"content":{"rendered":"<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/nz\/wp-content\/uploads\/2026\/06\/260622_Unity65_5KeyFeaturesForCGArtists_f.jpg\" alt=\"\" width=\"1080\" height=\"540\" class=\"aligncenter size-full wp-image-176763\"  \/><\/p>\n<p>Unity has released <a href=\"https:\/\/discussions.unity.com\/t\/unity-6-5-is-now-available\/1723176\" rel=\"noopener nofollow\" target=\"_blank\">Unity 6.5<\/a>, the latest version of the game engine and real-time renderer.<\/p>\n<p>With most games artists\u2019 attention focused on the release of <a href=\"https:\/\/www.cgchannel.com\/2026\/06\/see-5-key-features-for-cg-artists-in-unreal-engine-5-8\/\" target=\"_blank\" rel=\"nofollow noopener\">Unreal Engine 5.8<\/a> and Epic Games\u2019 unveiling of <a href=\"https:\/\/www.cgchannel.com\/2026\/06\/10-things-cg-artists-need-to-know-about-unreal-engine-6\/\" target=\"_blank\" rel=\"nofollow noopener\">Unreal Engine 6<\/a>, the release slipped out last week without much fanfare.<\/p>\n<p>However, it does make some significant changes, including the deprecation of the old Built-In Render Pipeline and the OptiX denoiser, and updates to the Shader Graph and VFX Graph.<\/p>\n<p>Below, we\u2019ve picked out five of the key changes for CG artists, as opposed to programmers. At the end of the article, you can read a summary of the changes to the other toolsets.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/nz\/wp-content\/uploads\/2026\/06\/260622_Unity65_5KeyFeaturesForCGArtists_BIRPDeprecated.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176762\"  \/><\/p>\n<p>Unity 5.7 deprecates the Built-In Render Pipeline, used on ground-breaking 2016 demo <a href=\"https:\/\/www.cgchannel.com\/2016\/06\/eye-candy-unitys-amazing-photorealistic-adam-demo\/\" target=\"_blank\" rel=\"nofollow noopener\">Adam<\/a>.<\/p>\n<p>1. Rendering: the Built-In Render Pipeline is now deprecated<br \/>The biggest change to the Unity\u2019s rendering toolset \u2013 albeit one that won\u2019t fully take effect for another year \u2013 is that the old <a href=\"https:\/\/docs.unity3d.com\/Manual\/built-in-render-pipeline.html\" target=\"_blank\" rel=\"nofollow noopener\">Built-In Render Pipeline<\/a> (BIRP) is now officially deprecated.<\/p>\n<p>Unity <a href=\"https:\/\/discussions.unity.com\/t\/render-pipelines-strategy-for-2026\/1710004\" target=\"_blank\" rel=\"nofollow noopener\">announced in February<\/a> that it will now focus development on the Universal Render Pipeline (URP), with the High Definition Render Pipeline (HDRP) entering maintenance mode.<\/p>\n<p>BIRP will continue to receive fixes until at least Unity 6.7 LTS \u2013 due at the end of this year, then supported for another two years \u2013 but will eventually be removed.<\/p>\n<p>Unity 5.7 brings new features for converting existing projects to other render pipelines, with improvements to the command-line tool for <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/urp\/convert-assets-to-urp.html#cli-conversion\" target=\"_blank\" rel=\"nofollow noopener\">converting BIRP assets to URP<\/a> and support in the Render Pipeline Converter for <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.render-pipelines.high-definition@17.6\/manual\/convert-from-built-in-convert-materials-and-shaders.html#convert-shaders-using-the-render-pipeline-converter\" target=\"_blank\" rel=\"nofollow noopener\">converting shaders from BIRP to HDRP<\/a>.<\/p>\n<p>HDRP, which Unity describes as \u201calready feature-rich\u201d, is still being made available for new platforms \u2013 Unity 5.7 brings it to the Switch 2 \u2013 although it isn\u2019t due to get any new features.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/nz\/wp-content\/uploads\/2026\/06\/260622_Unity65_5KeyFeaturesForCGArtists_OptiXDeprecated.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176771\"  \/><\/p>\n<p>2. HDRP: OptiX denoising is now deprecated in favor of OIDN<br \/>Another interesting change to the HDRP in Unity 6.5 is that the OptiX denoiser is now deprecated in favor of OIDN.<\/p>\n<p>NVIDIA\u2019s <a href=\"https:\/\/developer.nvidia.com\/optix-denoiser\" target=\"_blank\" rel=\"nofollow noopener\">OptiX denoiser<\/a> was one of the first major GPU-based denoising technologies, and was widely adopted in game engines and offline renderers, but only works with NVIDIA GPUs.<\/p>\n<p>In contrast, Intel\u2019s <a href=\"https:\/\/www.openimagedenoise.org\/\" target=\"_blank\" rel=\"nofollow noopener\">Open Image Denoise<\/a> (OIDN), is hardware-agnostic \u2013 and, although initially CPU-only, has supported GPU denoising since the release of <a href=\"https:\/\/www.cgchannel.com\/2023\/07\/intel-releases-open-image-denoise-2\/\" target=\"_blank\" rel=\"nofollow noopener\">OIDN 2<\/a> in 2023.<\/p>\n<p>Most OptiX-based projects should update to OIDN automatically, although it is a compatibility-breaking change if you use OptiX\u2019s temporally coherent mode with the HDRP path tracer: OIDN isn\u2019t due to support temporal denoising until <a href=\"https:\/\/www.cgchannel.com\/2026\/01\/open-image-denoise-3-will-support-temporal-denoising\/\" target=\"_blank\" rel=\"nofollow noopener\">OIDN 3 is released later this year<\/a>.<\/p>\n<p>As far as we\u2019re aware, Unity is the first major CG app to deprecate OptiX, but we suspect it won\u2019t be the last: as well as its broader platform support, Unity says that OIDN now outperforms OptiX.<\/p>\n<p>3. URP: on-tile post-processing brings HDR rendering to mobile<br \/>In the URP, <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/on-tile-post-processing.html\" target=\"_blank\" rel=\"nofollow noopener\">on-tile post processing<\/a> is now supported on all hardware platforms.<\/p>\n<p>The workflow applies post effects like HDR, tonemapping, color grading and vignetting to a GPU render tile in a single pass, rather than round-tripping them through system memory.<\/p>\n<p>While HDR rendering was previously possible on mobile, Unity recommended against it.<\/p>\n<p>The change should make it a practical reality, reducing the bandwidth needed for HDR rendering and post effects on Vulkan and Metal devices, to smooth playback.<\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/nz\/wp-content\/uploads\/2026\/06\/260622_Unity65_5KeyFeaturesForCGArtists_ShaderGraph.jpg\" alt=\"\" width=\"960\" height=\"480\" class=\"aligncenter size-full wp-image-176772\"  \/><\/p>\n<p>4. Shader Graph: author custom shader nodes with HLSL<br \/>The <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.shadergraph@17.4\/manual\/index.html\" target=\"_blank\" rel=\"nofollow noopener\">Shader Graph<\/a>, Unity\u2019s visual shader authoring environment, gets a number of <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/WhatsNewUnity65.html#graphics\" target=\"_blank\" rel=\"nofollow noopener\">new features<\/a>.<\/p>\n<p>A new shader function reflection API makes it possible for technical artists to <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.shadergraph@17.5\/manual\/Custom-nodes-hlsl-landing.html\" target=\"_blank\" rel=\"nofollow noopener\">write custom nodes<\/a> for the Shader Graph using the HLSL shading language.<\/p>\n<p>The new <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.shadergraph@17.5\/manual\/Expression-Node.html\" target=\"_blank\" rel=\"nofollow noopener\">Expression node<\/a> makes it possible to execute complex expressions in a single node, simplifying shader graphs by doing the job of multiple Math nodes in a single node.<\/p>\n<p>In addition, the new <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.shadergraph@17.5\/manual\/Switch-Node.html\" target=\"_blank\" rel=\"nofollow noopener\">Switch node<\/a> makes it possible to branch a graph to create variants of a shader for different use cases. <\/p>\n<p class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/nz\/wp-content\/uploads\/2026\/06\/260622_Unity65_5KeyFeaturesForCGArtists_2DLights.jpg\" alt=\"\" width=\"960\" height=\"410\" class=\"aligncenter size-full wp-image-176761\"  \/><\/p>\n<p>5. The 2D toolset: custom lights and shadows, and a new blendshape API<br \/>While we don\u2019t usually focus on Unity\u2019s 2D toolset on CG Channel, some of Unity 6.5\u2019s most significant new features are aimed at creating assets for 2D games.<\/p>\n<p>There are now APIs for creating both <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/urp\/custom-2d-light.html\" target=\"_blank\" rel=\"nofollow noopener\">custom light types<\/a> and <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/urp\/custom-2d-shadow.html\" target=\"_blank\" rel=\"nofollow noopener\">custom shadows<\/a>, making it possible to create more specialized lighting effects, of the type shown in the image above.<\/p>\n<p>In addition, new <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/ScriptReference\/Sprite.AddBlendShape.html\" target=\"_blank\" rel=\"nofollow noopener\">BlendShape APIs<\/a> provide the \u201cfoundation\u201d for FFD-based sprite deformation, making it possible to manipulate sprites dynamically using cage-based Free-Form Deformation.<\/p>\n<p>There is also a new 2D module in the Unity Profiler to troubleshoot performance bottlenecks in sprite setups, and a lot of <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/WhatsNewUnity65.html\" target=\"_blank\" rel=\"nofollow noopener\">updates to the 2D physics API<\/a>.<\/p>\n<p>Updates to other core toolsets<\/p>\n<p>Several other key toolsets get workflow improvements in Unity 6.5: notably, the VFX Graph, whose <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.visualeffectgraph@17.5\/manual\/Templates-window.html\" target=\"_blank\" rel=\"nofollow noopener\">template windows<\/a> gets new set of search, filtering and sorting options (shown above).<\/p>\n<p>For lighting, a new <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/lighting-search-reference.html\" target=\"_blank\" rel=\"nofollow noopener\">Lighting Search<\/a> window, introduced alongside the older Lighting Explorer, makes it easier to locate individual lights in large scenes.<\/p>\n<p>In the animation toolset, the layout of the Animation window has been updated, locating the Animation Clip menu, Playback Controls, and Animation Mode menu above the animation view.<\/p>\n<p>For 3D physics, <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.physics@6.5\/manual\/index.html\" target=\"_blank\" rel=\"nofollow noopener\">Unity Physics<\/a> gets a new Direct Solver for mechanical setups like \u201ccomplex gearing, chains and ropes [and] XR-based object manipulation and stacking\u201d.<\/p>\n<p>The UI design toolset gets a new <a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/UIE-create-ui-document-component.html#migration-to-panel-renderer\" target=\"_blank\" rel=\"nofollow noopener\">Panel Renderer<\/a> component and experimental USS Stats Profiler in the UI Toolkit, and a <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.ugui@2.5\/manual\/UIVisualComponents.html#raycast-receiver\" target=\"_blank\" rel=\"nofollow noopener\">Raycast Receiver component<\/a> in uGUI<\/p>\n<p>Changes to platform support include default support for <a href=\"https:\/\/docs.unity3d.com\/6000.1\/Documentation\/Manual\/webassembly-2023.html\" target=\"_blank\" rel=\"nofollow noopener\">WebAssembly 2023<\/a>, performance improvements on Android, and experimental support for the new <a href=\"https:\/\/discussions.unity.com\/t\/apple-swift-xcode-project-type-for-ios-ipados-and-tvos-available-in-unity-6-5\/1713471\" target=\"_blank\" rel=\"nofollow noopener\">Swift XCode<\/a> project type, rearchitecting the layer connecting Unity to Apple platforms like iOS, iPadOS and tvOS.<\/p>\n<p>There are also updates to coding, as Unity continues its <a href=\"https:\/\/discussions.unity.com\/t\/path-to-coreclr-2026-upgrade-guide\/1714279\" target=\"_blank\" rel=\"nofollow noopener\">transition from Mono to CoreCLR<\/a> and the audio toolset: you can see a full changelog via the link at the foot of the story.<\/p>\n<p>Price and system requirements<br \/>Unity 6.5 is available now. The Unity Editor is compatible with Windows 10+, macOS 13.0+ and Ubuntu 22.04\/24.04 Linux. <\/p>\n<p><a href=\"https:\/\/unity.com\/products\/compare-plans\" target=\"_blank\" rel=\"nofollow noopener\">Free Personal subscriptions<\/a> are now available for artists and small studios earning under $200,000\/year, and include all of the core features.<\/p>\n<p>Pro subscriptions, for mid-sized studios, cost $2,310\/year. Enterprise subscriptions, for studios with revenue over $25 million\/year, are priced on demand. <\/p>\n<p><a href=\"https:\/\/discussions.unity.com\/t\/unity-6-5-is-now-available\/1723176\" target=\"_blank\" rel=\"nofollow noopener\">Read an overview of the new features in Unity 6.5 on the Unity forum<\/a><\/p>\n<p><a href=\"https:\/\/docs.unity3d.com\/6000.5\/Documentation\/Manual\/WhatsNewUnity65.html\" target=\"_blank\" rel=\"nofollow noopener\">Read a full list of new features in Unity 6.5 in the online documentation<\/a><\/p>\n<p>Have your say on this story by following CG Channel on <a href=\"https:\/\/www.facebook.com\/cgchannel\" target=\"_blank\" rel=\"nofollow noopener\">Facebook<\/a>, <a href=\"https:\/\/www.instagram.com\/thecgchannel\/\" target=\"_blank\" rel=\"nofollow noopener\">Instagram<\/a> and <a href=\"https:\/\/twitter.com\/theCGchannel\" target=\"_blank\" rel=\"nofollow noopener\">X (formerly Twitter)<\/a>. As well as being able to comment on stories, followers of our social media accounts can see videos we don\u2019t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.<\/p>\n<p>\t\t\t<script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><script async src=\"\/\/www.instagram.com\/embed.js\"><\/script><\/p>\n","protected":false},"excerpt":{"rendered":"Unity has released Unity 6.5, the latest version of the game engine and real-time renderer. With most games&hellip;\n","protected":false},"author":2,"featured_media":489997,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[245717,245718,245719,771,245720,245721,245722,245723,245724,33167,245725,245726,84078,66222,245727,25161,245728,245729,245730,772,12046,245731,46765,1614,245732,76905,245733,111,139,69,245734,245735,245736,245737,3333,245738,112744,245739,245740,145,245741,24182,245742,245743,245744,16706,245745,75216,153671,203484],"class_list":["post-489996","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-2d-light","tag-2d-physics","tag-3d-physics","tag-android","tag-birp","tag-blendshape","tag-built-in-render-pipeline","tag-coreclr","tag-deprecated-features","tag-expression","tag-ffd","tag-free-edition","tag-game-art","tag-game-development","tag-game-engine","tag-hdr","tag-hdrp","tag-high-definition-render-pipeline","tag-hlsl","tag-ios","tag-ipados","tag-key-features-for-cg-artists","tag-lighting","tag-metal","tag-mono","tag-new-features","tag-new-features-for-cg-artists","tag-new-zealand","tag-newzealand","tag-nz","tag-oidn","tag-open-image-denoise","tag-optix","tag-post-effect","tag-price","tag-render-denoising","tag-rendering","tag-shader-graph","tag-switch-node","tag-technology","tag-ui-toolkit","tag-unity","tag-unity-6-5","tag-universal-render-pipeline","tag-urp","tag-vfx","tag-vfx-graph","tag-visual-effects","tag-vulkan","tag-webassembly"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/posts\/489996","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/comments?post=489996"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/posts\/489996\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/media\/489997"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/media?parent=489996"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/categories?post=489996"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/nz\/wp-json\/wp\/v2\/tags?post=489996"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}