Quick answer: Unity URP Renderer Feature works in editor but disappears in build? The Renderer Data asset isn’t included — reference it from the URP Asset and pre-warm shader variants.

A custom blit Renderer Feature draws fine in Play mode but vanishes in the built game. URP isn’t loading the renderer data or its shader variants got stripped.

Renderer Data Reference

Your URP Asset has a Renderer List. The renderer data you authored must be in this list. Editor finds assets by GUID; builds only include explicitly referenced ones.

Always Included Shaders

Project Settings → Graphics → Always Included Shaders. Add any custom shaders the feature uses. URP variant stripping respects this list.

Shader Variant Collection

For complex features, create a Shader Variant Collection by playing in editor (it records variants) then add it to Graphics settings. Builds will preload these.

Renderer Index

If you switch renderers per camera, the index must match between editor and build. Use named renderer references rather than ints to avoid drift.

Verifying

RenderDoc capture on the build shows the feature’s draw calls in the frame graph. Visual effect identical to editor.

“Build-time stripping is aggressive. Reference data, include shaders, preload variants.”

Make a small standalone test scene that uses every Renderer Feature — build it as part of CI and you’ll catch stripping regressions immediately.