What’s New in Unity 6.1? Game-Changing Features for CG Artists and Developers

The latest version of Unity 6.1 includes, 3D water deformation, Deferred+ rendering, Variable Rate Shading, and WebGPU support for enhanced performance.

Unity Technologies has officially rolled out the Unity 6.1 update. This new update for Unity is the first release under the company’s revised schedule, known as an “Update Release.” Unlike the previous Tech Stream versions, Unity 6.1 is fully production-ready and will be supported at the same level as a Long-Term Support (LTS) release, at least until the Unity 6.2 update is expected later this year.

For CG artists, the Unity 6.1 update delivers a suite of features focused on visual fidelity and performance enhancements. One of the standout upgrades is in the High Definition Render Pipeline (HDRP), where the water system now supports 3D deformation. Artists can create dynamic rolling waves thanks to horizontal water decal deformations, a notable step beyond previous vertical-only surface modifications. A new sample scene featuring an underground cave showcases this effect alongside existing caustics.

Unity 6.1 Update: Deferred+ Rendering and Bicubic Lightmap Sampling

Unity 6 release support

In the Universal Render Pipeline (URP), the introduction of Deferred+ rendering provides a performance boost for scenes with multiple light sources. By using cluster-based light culling and GPU Resident Drawer technology, which debuted in Unity 6, this method minimizes memory overhead compared to standard deferred rendering.

Both HDRP and URP benefit from bicubic lightmap sampling, which significantly improves the appearance of low-resolution lightmaps by softening jagged edges, especially around shadows. While it adds a slight performance cost, it delivers smoother visuals for artists working on tight resolution budgets.

Variable Rate Shading (VRS) and WebGPU: New Frontiers for Rendering

Rendering performance has also been enhanced through support for Variable Rate Shading (VRS). Available on platforms including Vulkan (Android/PC), DirectX 12 (Xbox/PC), and PlayStation 5 Pro, VRS allows dynamic adjustment of shading resolution, helping reduce GPU load without sacrificing image quality.

Another experimental addition in the Unity 6 update is WebGPU support for browser-based games. A successor to WebGL, WebGPU opens the door to more advanced graphics features like compute shaders and indirect rendering. While browser support is still evolving, it’s a promising glimpse into Unity’s future in web gaming.

Expanded Platform Support and Developer Tools

For developers, Unity 6.1 introduces the Project Auditor, a static analysis tool that flags potential performance or quality issues in assets and scripts. There’s also integrated cloud build automation, simplifying project builds directly within the Unity Editor.

Platform support has expanded, with the update adding deployment compatibility for Facebook Instant Games and foldable Android devices. XR developers can now take advantage of new build profiles for Meta Quest and Android XR.

Unity has also confirmed that Unity 6.3, the next LTS release, is expected later this year and will come with two years of full support.

As for pricing, Unity 6.1 continues to offer its Personal plan for free to individuals and small studios earning under $200,000 annually. The Pro plan is set at $2,200 per year, while Enterprise plans are tailored to studios earning over $25 million, with pricing available on request.

Available now, Unity 6.1 runs on Windows 10+, macOS 11.0+, and Ubuntu 22.04/24.04. 

Amit Kumar
Amit Kumar

A content writer, Who smashes you with the information that will make your life easier. Really.

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