The built-in pipeline has been a little different as it requires the shaders to be coded by hand, this potentially introduces more scope for errors but also means the shader code can be more optimized over the shader graph versions in URP and HDRP.
As with the URP version, there is not yet support for subsurface scattering, hair anisotropic highlights and eye depth & refraction.
Even without these features, so far it's not looking too bad:



These are Game camera renders, using HDRI backgrounds and the Unity Post Processing stack.
The hair is a two pass shader rendering the bulk of the hair mesh as opaque with alpha cutout, and then rendering the remaining soft edges alpha blended. It's a technique often used in foliage shaders but it works quite nicely for the hair too. I hope to port this to the URP version eventually.
Unity 3D doesn't install a post processing stack by default so I'm using the Post Processing package from the package manager / Unity registry.