It uses a hybrid Deferred / Forward – Tile / Cluster renderer
Isotropic multi scattering GGX for specular Layer and Disney Diffuse for diffuse Layer.
HD RP uses camera relative rendering.
Decals are supported on both opaque and transparent material (and are still in development) and correctly affect the sampling of Global Illumination (lightmap/light probe).
the light follows physical inverse square attenuation and uses physical light Unit.
allows the use of real-time area lights (no shadow or baking currently), like rectangle light.
single-pass forward rendering with one real time shadow light and light culling per-object with the advantage that all lights are shaded in a single pass.
Compared to the legacy pipeline forward rendering, which performs an additional pass per pixel light within range, using the LW pipeline will result in less draw calls.