This page contains information on feature support in the Built-in Render Pipeline, the Universal Render Pipeline (URP), and the High Definition Render Pipeline (HDRP). It also contains suggested alternatives for certain features.
For ease of reference, features are broken down into the following categories:
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Windows | 是 | 是 | Yes DirectX 11. DirectX 12. |
MacOS | 是 | 是 | 是 |
Linux | 是 | 是 | 是 |
XBox One | 是 | 是 | 是 |
XBox Series | 是 | 是 | 是 |
PlayStation 4 | 是 | 是 | 是 |
PlayStation 5 | 是 | 是 | 是 |
Stadia | 是 | 是 | 是 |
Nintendo Switch | 是 | 是 | 否 |
iOS | 是 | 是 | 否 |
Android | 是 | 是 | 否 |
Desktop VR | Yes Oculus Rift, PSVR, SteamVR, WMR |
Yes Oculus Rift, PSVR, Steam VR, WMR |
Yes Oculus Rift, PSVR, Steam VR, WMR |
Mobile VR | Yes Oculus Quest/Quest 2, Oculus Go, Magic Leap One |
Yes Oculus Quest/Quest 2, Oculus Go, Magic Leap One |
否 |
Hololens | 是 | 是 | 否 |
WebGL | 是 | 是 | 否 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Directional | 是 | 是 | 是 |
Spot | Yes Supported shapes: Cone |
Yes Supported shapes: Cone |
Yes Supported shapes: Cone, Pyramid, Box |
Point | 是 | 是 | 是 |
Area | Yes Supported shapes: Rectangle (only with Enlighten Realtime Global Illumination), Disc (baked only) |
Yes Supported shapes: Rectangle (baked only), Disc (baked only) |
Yes Supported shapes: Rectangle (real-time and baked), Tube (real-time only), Disc (baked only) |
Inner Spot angle | 否 | 是 | 是 |
Shading technique | Yes Multiple passes |
Yes Single pass only |
Yes Hybrid tile and cluster |
Culling Per Object | 是 | 是 | 否 |
Culling Per Tile | 否 | 否 | 是 |
Culling Per Layer | Yes Based on GameObject layers |
Yes Based on dedicated Rendering layers |
Yes Based on dedicated Light layers |
Multiple directional lights | 是 | Yes Supports shadowing for one directional light at a time. |
Yes Supports shadowing for one directional light at a time. To simulate more, use Spot light with a Box shape. |
Number of real-time lights per object | Unlimited | In Deferred: unlimited. In Forward: 4 for GLES2, 8 for all other graphics APIs. In Forward+: unlimited. The per Camera limit applies. |
Unlimited |
Number of real-time lights per Camera | Unlimited | On mobile platforms: 32. On OpenGL ES 3.0 and earlier: 16. On other platforms: 256. |
In Deferred: 63 per 8x8 pixel tile. In Forward: 63 per 16x16 pixel cluster. You can disable the cap for the deferred rendering path in Frame Settings > Light Loop Debug > Deferred Tile. This will affect performance. |
Light attenuation type | Yes Legacy |
Yes InverseSquared |
Yes InverseSquared |
Vertex Lights | 是 | 是 | 否 |
SH Lights | 是 | 否 | 否 |
Light Cookies | Yes Only shape, no color (Alpha channel). |
Yes Colored cookie (RGB) |
Yes Colored cookie (RGB) |
IES Lights | 否 | 否 | 是 |
Light Distance Fade | 否 | 否 | 是 |
Physical light units | 否 | 否 | 是 |
Light anchor tool | 是 | 是 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Directional Light Shadows | 是 | 是 | 是 |
Multiple Directional Light Shadows | 是 | 否 | 否 |
Directional Light Cascade Shadows | Yes 1, 2, or 4 cascades, control by percentage only. |
Yes 1, 2, or 4 cascades. Control by percentage, or switch to meters. Settings are in URP asset. |
Yes 1 to 4 cascades. Control by percentage or distance. Settings are in Volumes. |
Shadow Cascade Blending | 否 | 否 | 是 |
Spot Light Shadows | 是 | 是 | 是 |
Point Light Shadows | 是 | 是 | 是 |
Area Light Shadows | 否 | 否 | Yes Only for rectangle shape |
Stable Fit Shadow Projection | 是 | 是 | 是 |
Close Fit Shadow Projection | 是 | 否 | 是 |
Shadow Lighting Pass | 是 | 是 | 是 |
Shadow Screen Space Pass | 是 | 是 | Yes Mostly used for Raytracing. |
Shadow bias | Yes Supported types: Constant clip space offset. Normal bias |
Yes Supported types: Offsets shadowmap texels in the light direction, Normal bias |
Yes Supported types: Slope bias, Normal bias |
PCF filtering (Percentage Closer Filtering) | 否 | Yes PCF Tent 5x5 |
Yes For Point and Spot lights in “Low” (PCF 3x3 4 taps) and “Medium” (PCF 5x5 9 taps) quality settings, and for Directional lights in “Low” (PCF 5x5 9 taps) and “Medium” (PCF Tent 5x5 9 taps) quality settings. |
PCSS filtering (Percentage Closer Soft Shadows) | 否 | 否 | Yes For Point and Spot lights, Directional lights and Area lights when in “High” quality in the HDRP settings for each kind of light. |
EVSM filtering (Exponential Variance Shadow Mapping) | 否 | 否 | Yes For area lights only in all quality settings except “High”. |
Shadow update modes | 否 | 否 | Yes Every frame, On Enable, On Demand. Each cascade can be updated independently using the API (RequestSubShadowMapRendering) |
Resolution settings | Yes Configured in Quality Settings. |
Yes Configured in URP Lighting Settings. |
Yes Configure shadowmap resolution or budget per Light, and configure shadow atlas size in HDRP Asset. |
Dynamic rescale | 否 | 否 | 是 |
Directional light shadow caching | 否 | 否 | 是 |
Punctual and Area lights shadow caching | 否 | 否 | 是 |
Dynamic Shadow Casters | 否 | 否 | 是 |
Static Shadow Casters | 否 | 否 | 是 |
Contact Shadows | 否 | 否 | 是 |
Micro Shadows | 否 | 否 | 是 |
Shadow Cascade Volume Controller | 否 | 否 | 是 |
Shadow Distance Fade | 是 | 是 | Yes Configure in Shadows Volume. |
Shadow Mask | Yes Configure per scene. |
Yes Configure per scene. |
Yes Configure per Light. |
Distance Shadow Mask | Yes Configure per scene. |
Yes Forward Rendering Path only. |
Yes Configure per Light. |
Transparent objects casting shadows | Yes Use the Transparent Cutout shaders for objects with “gaps” such as fences, vegetation, etc. or custom pixel-lit shaders using the Geometry render queue. Opacity can affect shadow intensity using dithering. |
No Alpha clipping only. |
Yes Raytracing only (incl support of colored shadows). For raster, alpha clipping only (use Alpha clipping > Shadow threshold option). |
Transparent objects receiving shadows | 否 | 否 | 是 |
Shadow tint | 否 | 否 | Yes Shadow tint or penumbra tint options |
Shadow matte | 否 | 否 | Yes Use Unlit master node and “Enable Shadow Matte” |
Shadow Layers | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Baked Global Illumination: Progressive CPU Lightmapper | 是 | 是 | 是 |
Baked Global Illumination: Progressive GPU Lightmapper | 是 | 是 | 是 |
Baked Global Illumination: Enlighten Lightmapper | No Deprecated |
No Deprecated |
No Deprecated |
Baked Global Illumination: Mixed Lighting modes | Yes Subtractive, Baked indirect, Shadow Mask, Distance Shadow mask |
Yes Subtractive, Baked indirect, Shadow mask |
Yes Baked indirect, Shadow Mask (per light setting), Distance Shadow mask (per light setting) |
Baked Global Illumination: Double Sided GI | 是 | 是 | 是 |
Realtime Global Illumination: Pre-computed (Enlighten) | Yes Support ends after Unity 2024 LTS |
Yes Support ends after Unity 2024 LTS |
Yes Support ends after Unity 2024 LTS |
Realtime Global Illumination: Screen space GI | 否 | 否 | 是 |
Screen Space Reflections | 是 | 否 | 是 |
Planar Reflections | 否 | 否 | 是 |
Raytraced Reflections | 否 | 否 | 是 |
Screen Space Refractions | 否 | 否 | 是 |
Non directional lightmap | 是 | 是 | 是 |
Directional lightmap | 是 | 是 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Light Probes: Blending | 是 | 是 | 是 |
Light Probes: Custom provided | 是 | 是 | 是 |
Light Probes: Occlusion Probes | 是 | 是 | 是 |
Light Probes: Proxy volumes (LLPV) | 是 | No Deprecated |
是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Probe Volumes: Per pixel lighting | 否 | 否 | Yes Experimental |
Probe Volumes: Blending | 否 | 否 | Yes Experimental |
Probe Volumes: Touchup volumes | 否 | 否 | Yes Experimental |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Reflection Probes: Baked | 是 | 是 | 是 |
Reflection Probes: Real-time | 是 | 是 | 是 |
Reflection Probes: Real-time time sliced all faces at once | 是 | 是 | 否 |
Reflection Probes: Real-time time sliced individual faces | 是 | 是 | 是 |
Reflection Probes: On-demand API | 是 | 是 | 是 |
Reflection Probes: Proxy volumes | 否 | 否 | 是 |
Reflection Probes: Simple sampling | Yes Choose per-object how to sample reflection probes. |
Yes Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends. |
No See Reflection Hierarchy. |
Reflection Probes: Blend probes sampling | Yes Choose per-object how to sample reflection probes. Blend up to 2 reflection probes. |
Yes Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends. If blending is enabled, URP always blends sky + 1 local probe, or 2 probes if there is no sky. |
Yes No blending limit. All reflections including planar blend between each other. |
Reflection Probes: Blend probes and skybox sampling | 是 | 是 | Yes See Reflection Hierarchy. |
Reflection Probes: Distanced based roughness | 否 | 否 | 是 |
Reflection Probes: Box Projection | 是 | 是 | 是 |
Reflection Probes: Oriented Box Projection | 否 | 否 | 是 |
Reflection Probes: Sphere Projection | 是 | 否 | 是 |
Reflection Probes: Per probe resolution | 是 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Ray-traced Ambient Occlusion | 否 | 否 | Yes Preview. |
Ray-traced Contact Shadows | 否 | 否 | Yes Preview. |
Ray-traced Global Illumination | 否 | 否 | Yes Preview. |
Ray-traced Reflections | 否 | 否 | Yes Preview. |
Ray-traced Shadows | 否 | 否 | Yes Preview. |
Ray-traced Recursive Rendering | 否 | 否 | Yes Preview. |
AxF (automotive material) | 否 | 否 | Yes Preview. |
Terrain | 否 | 否 | Yes Preview. Heightmap only. No support for terrain details and terrain trees. For vegetation on terrain, we recommend using mixed rendering modes for ray traced GI and reflections which allow to support foliage/vegetation & deformation, and for shadows using raster shadows. |
VFX Graph particles | 否 | 否 | 否 |
Windows | 否 | 否 | Yes Preview. Requires DX12, and platforms with hardware supporting RTX. |
Linux | 否 | 否 | 否 |
PS5 | 否 | 否 | Yes Preview. |
XBox Series | 否 | 否 | Yes Preview. |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Lit (Pathtracing support) | 否 | 否 | Yes Preview. |
Hair (Pathtracing support) | 否 | 否 | Yes Preview. |
Eye (Pathtracing support) | 否 | 否 | 否 |
Fabric (Pathtracing support) | 否 | 否 | Yes Preview. |
AxF (Pathtracing support) | 否 | 否 | Yes Preview. |
Decals (Pathtracing support) | 否 | 否 | 否 |
Depth of field (Pathtracing support) | 否 | 否 | Yes Preview. |
Exponential Fog (Pathtracing support) | 否 | 否 | Yes Preview. |
Anisotropic fog (Pathtracing support) | 否 | 否 | Yes Preview. |
Local Volumetric fog (Pathtracing support) | 否 | 否 | 否 |
HDRI sampling | 否 | 否 | Yes Preview. |
Denoiser | 否 | 否 | Yes Preview. NVidia Optix™ AI accelerated denoiser or Intel® Open Image Denoise. |
Recorder integration | 否 | 否 | Yes Preview. |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Skybox | Yes Per project. Set in the Lighting window. |
Yes Per project. Set in the Lighting window. |
Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material. |
Gradient | Yes Per project. Set in the Lighting window. |
Yes Per project. Set in the Lighting window. |
Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material. |
Color | Yes Per project. Set in the Lighting window. |
Yes Per project. Set in the Lighting window. |
Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material. |
Real-time Ambient Mode | Yes By script. |
Yes By script. |
Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material. |
Baked Ambient Mode | Yes By default |
Yes By default |
Yes Configure in Visual Environment Volume. Uses the environment stored in Lighting > Environment settings. |
Indirect Lighting Controller | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
HDR rendering | 是 | 是 | 是 |
HDR output | 否 | 是 | Yes Use the HDROutputSettings API to configure HDR output options and HDRP’s tonemapping HDR options. See HDRP HDR documentation for more information. |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Linear | Yes Requires OpenGLES3.0 |
Yes Requires OpenGLES3.0 |
是 |
Gamma | 是 | 是 | 否 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Multi display | 是 | 是 | 是 |
Hardware Dynamic resolution | 是 | Yes Limited platform support. |
Yes Limited platform support. |
Software Dynamic resolution | 否 | 否 | 是 |
Nvidia Deep learning super sampling (DLSS) | 否 | 否 | 是 |
AMD FidelityFX™ Super Resolution 1.0 | 否 | 是 | 是 |
TAA upsampler | 否 | 否 | 是 |
Mip bias | 否 | 是 | 是 |
Compositing multiple cameras | Yes Use multiple cameras |
Yes Use Camera stacking |
Yes Use HDRP Compositor |
Physical camera | Yes Affects field of view only |
Yes Affects field of view only |
Yes Affects field of view, exposure, bloom, and depth of field |
Multi-sample anti-aliasing (MSAA) | Yes Forward rendering path only |
Yes Forward rendering path only |
Yes Forward rendering path only |
Fast approximate anti-aliasing (FXAA) | 是 | 是 | 是 |
Subpixel morphological anti-aliasing (SMAA) | 是 | 是 | 是 |
Temporal anti-aliasing (TAA) | Yes Additional pass to render all object’s motion vectors. No support for transparents. 32-bits (float) |
Yes Additional pass to render all object’s motion vectors. No support for transparents. No custom motion vectors in ShaderGraph. Not compatible with Dynamic Resolution, MSAA or Camera Stacking. 16-bits (half). |
Yes Uses per-shader motion vectors and the stencil buffer to only render motion vectors where needed. Supports transparents. Allows custom motion vectors in shaders, for example using the ShaderGraph or Alembic packages. 32-bits (float). |
Depth Texture | 是 | 是 | 是 |
Depth + Normal Texture | 是 | Yes Only active when using SSAO |
是 |
Depth + Normal Texture (affected by decals) | 否 | 否 | Yes Except if MSAA is enabled. |
Color Texture | 否 | 是 | 是 |
Motion Vectors | 是 | 是 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Material Variants | 是 | 是 | 是 |
Shader Graph | 是 | 是 | 是 |
ShaderLab | 是 | Yes Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable). |
Yes Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable). |
ShaderLab Command: UsePass | 是 | 是 | 是 |
ShaderLab Command: GrabPass | 是 | No Alternative: Scene color node in ShaderGraph / create a Renderer Feature |
No Alternative: Scene color node in ShaderGraph / create a Custom Pass |
表面着色器 | 是 | 否 | 否 |
Diffusion Profiles | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Camera-relative rendering | 否 | 否 | 是 |
Material type: Metallic / Standard | 是 | 是 | 是 |
Material type: Specular | 是 | 是 | 是 |
Surface Type and Blend Mode: Opaque | 是 | 是 | 是 |
Surface Type and Blend Mode: Faded (Alpha Blend) | 是 | 是 | Yes Also supports premultiplied alpha. |
Surface Type and Blend Mode: Transparent | 是 | 是 | 是 |
Surface Type and Blend Mode: Cutout | 是 | 是 | 是 |
Surface Type and Blend Mode: Additive | 否 | 是 | 是 |
Surface Type and Blend Mode: Multiply | 否 | 是 | No Not compatible with half res transparent optimization and offscreen UI blending. |
Surface Type and Blend Mode: Translucence | 否 | 否 | Yes Translucent Material Type in the Lit shaders |
Surface Type and Blend Mode: Iridescence | 否 | 否 | Yes Iridescent Material Type in the Lit shaders |
Surface Inputs: Albedo (Base Map) | 是 | 是 | 是 |
Surface Inputs: Specular | 是 | 是 | Yes Base map when using Material Type Specular |
Surface Inputs: Metallic | 是 | 是 | Yes Stored in the R channel of the Mask Map. |
Surface Inputs: Ambient Occlusion | 是 | 是 | Yes Stored in the G channel of the Mask Map. |
Surface Inputs: Smoothness | 是 | 是 | Yes Stored in the A channel of the Mask Map. |
Surface Inputs: Normal Map | 是 | 是 | 是 |
Surface Inputs: Bent Normal Map | 否 | 否 | 是 |
Surface Inputs: Detail Map | 是 | 是 | Yes Albedo stored in the R channel of the Detail Map. Smoothness stored in the B channel. |
Surface Inputs: Detail Normal Map | 是 | 是 | Yes Y axis stored in the G channel of the Detail Map. X axis stored in the A channel. |
Surface Inputs: Heightmap | Yes Pixel displacement only. |
Yes Pixel displacement only. |
Yes Pixel or vertex displacement. |
Surface Inputs: Detail Mask | 是 | 是 | Yes Stored in the B channel of the Mask Map. |
Surface Inputs: Emissive Map | 是 | 是 | 是 |
Surface Inputs: Transmission Mask | 否 | 否 | Yes Also available in Shader Graph. |
Surface Inputs: Specular Occlusion | 否 | 否 | 是 |
Surface Inputs: Planar & Triplanar mapping | No Alternative: Use ShaderGraph Triplanar node |
No Alternative: Use ShaderGraph Triplanar node |
是 |
Included Lighting models: ClearCoat | 否 | 是 | 是 |
Included Lighting models: SubSurface Scattering | 否 | 否 | 是 |
Included Lighting models: Anisotropy | 否 | 否 | 是 |
Included Lighting models: Irridescence | 否 | 否 | 是 |
Included Lighting models: Fabric | 否 | 否 | 是 |
Included Lighting models: Eye | 否 | 否 | Yes Eye caustics available in High quality mode. |
Included Lighting models: Hair (Approximate) | 否 | 否 | Yes Based on Kajiya Kay parametrization |
Included Lighting models: Hair (Physical) | 否 | 否 | Yes Based on Marshner-Disney parametrization. |
Add custom Lighting model as a plugin | 是 | 否 | Yes Pluggable Master Node (undocumented) |
Features: Light Cookies | Yes Supports grayscale textures |
Yes Supports RGB textures |
Yes Supports RGB textures |
Features: Parallax Mapping | 是 | 是 | 是 |
Features: Light Distance Fade | 否 | 否 | 是 |
Features: Shadow Distance Fade | 是 | 是 | Yes Configure in Shadows Volume. |
Features: Shadow Cascade Blending | 否 | 否 | 是 |
Features: GPU Instancing | 是 | 是 | 是 |
Features: Double Sided GI | 是 | 否 | 是 |
Features: Two Sided | 否 | Yes Configure with the RenderFace property. |
Yes Configure with the Double Side toggle. |
Features: Material sorting priority | 否 | 是 | 是 |
Features: Renderer sorting priority | 否 | No Not exposed (use debug mode of the inspector). |
是 |
Features: GPU Tesselation | 否 | 否 | Yes Use the LitTesselation Shader. |
Features: Specular Occlusion | 否 | 否 | Yes Use only the ambient occlusion map, or both bent and ambient occlusion maps. |
Features: Geometric Specular Anti-Aliasing | 否 | 否 | 是 |
Features: Add precomputed velocity | 否 | 否 | Yes Requires per vertex velocity information (eg: Alembic, or using ShaderGraph custom velocity option) |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Full screen master node | 否 | 是 | 是 |
Custom post-processing | 否 | 是 | 是 |
Custom render texture | 是 | 是 | 是 |
Text Mesh Pro | 否 | 是 | 否 |
Decals | 否 | 是 | 是 |
Fog Volume | 否 | 否 | 是 |
Terrain | 否 | 否 | 否 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Terrain system: Physically Based Shader | 否 | 是 | 是 |
Terrain system: Simple Lit (Blinn-Phong) Shader | 是 | 否 | 否 |
Terrain system: Speed Tree Shader | 是 | 是 | Yes SpeedTree 8 only. |
Terrain system: Paint Trees | 是 | 是 | 是 |
Terrain system: Vegetation | 是 | 是 | 是 |
Terrain system: Terrain Details | 是 | 是 | 是 |
Terrain system: number of Terrain Layers | Yes Unlimited |
Yes With height-based blending: 4 With alpha blending: unlimited |
Yes 8 |
Terrain system: GPU Instanced Rendering | 是 | 是 | 是 |
Terrain system: Terrain Holes | 是 | 是 | 是 |
Water system: Physically Based Shader | 否 | 否 | 是 |
Water system: Compute based wave simulation | 否 | 否 | 是 |
Water system: CPU wave simulation for gameplay integration | 否 | 否 | 是 |
Water system: Support for decals (eg: Foam) | 否 | 否 | 是 |
Water system: Underwater Caustics | 否 | 否 | 是 |
Water system: Under water rendering | 否 | 否 | 是 |
Speedtree 8 | 是 | Yes Both Shader Graph and ShaderLab shaders available |
Yes Shader Graph shader only |
Wind Zone | 是 | 是 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Procedural Skybox | 是 | 是 | No This sky type is deprecated, but you can still use if if you install the Procedural Sky Sample. |
6 sided Skybox | 是 | 是 | Yes HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import. |
Cubemap | 是 | 是 | Yes HDRI Sky supports cubemaps. |
Panoramic | 是 | 是 | Yes HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import. |
Physical Sky | 否 | 否 | 是 |
Gradient Sky | 否 | 否 | 是 |
Sky distortion | 否 | 否 | Yes Procedural or Flowmap |
Cloud layers | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Volumetric Clouds | 否 | 否 | 是 |
Linear Fog | Yes Configure in Graphics Settings. |
Yes Configure in Graphics Settings. |
否 |
Exponential Fog | Yes Configure in Graphics Settings. |
Yes Configure in Graphics Settings. |
Yes Configure with the Fog Override. |
Exponential Squared | Yes Configure in Graphics Settings. |
Yes Configure in Graphics Settings. |
否 |
Local Volumetrics | 否 | 否 | 是 |
3D Render texture for local volumetric fog | 否 | 否 | 是 |
Volumetric Material (use ShaderGraph for local volumetric fog) | 否 | 否 | 是 |
Fog Scattering & Atmospheric scattering | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Feature support | Yes Uses separate package: Post-Processing V2 |
Yes Uses integrated post-processing solution |
Yes Uses integrated post-processing solution |
Per-project default effects | 否 | 否 | Yes A default volume can be applied to the project using HDRP default settings. |
Ambient Occlusion | Yes Supported types: Multi-scale ambient occlusion |
Yes Supported types: Screen Space Ambient Occlusion (Depth or normal) |
Yes Supported types: Screen Space Ground Truth Ambient Occlusion (Normal + temporal, tinted multi bounced, specular occlusion), Ray-traced ambient occlusion |
Exposure | Yes Supported types: Fixed, Automatic |
Yes Supported types: Fixed |
Yes Supported types: Fixed, Automatic (Eye adaptation), Curve Mapping, Physical Camera settings and Histogram. |
Bloom | 是 | 是 | 是 |
Chromatic Aberration | 是 | 是 | 是 |
Tonemapping (Neutral, ACES, Custom) | 是 | 是 | 是 |
White balance | 否 | 是 | 是 |
Color Channel Mixer | 否 | 是 | 是 |
Color Adjustments | 是 | 是 | 是 |
Color Curves | 是 | 是 | 是 |
Lift, Gamma, Gain | 是 | 是 | 是 |
Shadows, Midtones, Highlights | 是 | 是 | 是 |
Split Toning | 否 | 否 | 是 |
Depth of Field | Yes Supported types: Bokeh |
Yes Supported types: Bokeh and Gaussian |
Yes Supported types: Bokeh |
Physical Depth of Field | 否 | 否 | 是 |
Film Grain | 是 | 是 | 是 |
Lens Distortion | 是 | 是 | 是 |
Camera Motion Blur | 是 | 是 | 是 |
Object Motion Blur | 是 | 否 | 是 |
Screen Space Reflections | 是 | 否 | 是 |
Screen Space Refractions | 否 | 否 | 是 |
Vignette | 是 | 是 | 是 |
Panini Projection | 否 | 是 | 是 |
Screen Space Lens Flares | 否 | 否 | 否 |
Custom post-processing | 是 | Yes See Full Screen Pass Renderer Feature. |
Yes Either with script or ShaderGraph. |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Feature support | 是 | 是 | Yes GPU instancing is not supported. Distortion and flipbook blending can be done with Shader Graph. No standard particle shader available, but example particles ShaderGraph shaders can be found in the HDRP package samples. |
Lit Particles | 是 | 是 | 是 |
Simple lit particles | Yes Uses Blinn Phong. |
是 | 是 |
Unlit particles | 是 | 是 | 是 |
Soft Particles | 是 | 是 | Yes Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample. |
Distortion | 是 | 是 | Yes Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample. |
Flipbook blending | 是 | 是 | Yes Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample. |
Trail | 是 | 是 | 是 |
GPU Instancing | 是 | 是 | 否 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Feature support | 否 | Yes Compute capable hardware only. OpenGL ES not supported. |
Yes Compute capable hardware only. |
Supported Shader graph shaders | 否 | Yes VFX Shader Graph, Lit, Unlit, 2D Sprite Lit, 2D Custom Lit |
Yes VFX Shader Graph, Lit, Unlit, Hair, Fabric (no support for tessellation, nor decal) |
Renders with 2D | 否 | Yes 3D particles and support for sorting layers and sprites. No support for 2D Physics, 2D sprites emitters, nor 2D Lights |
否 |
Lit Particles | 否 | 是 | 是 |
Simple lit particles | 否 | 否 | 是 |
Unlit particles | 否 | 是 | 是 |
Soft Particles | 否 | 是 | 是 |
Distortion | 否 | 否 | 是 |
Flipbook blending | 否 | Yes Linear interpolation or flipbook motion vectors |
Yes Linear interpolation or flipbook motion vectors |
Trail | 否 | Yes Experimental |
Yes Experimental |
Half-resolution | 否 | 否 | 是 |
Decals | 否 | Yes VFX Graph Forward decals (limited), no support for URP decals nor Shader Graph decals |
Yes VFX Forward decals (limited), HDRP Decals (no support for Shader Graph decals) |
Camera Buffer | 否 | 否 | Yes Depth collision, Color buffer |
Instancing | 否 | 是 | 是 |
Skinned Mesh Sampling | 否 | 是 | 是 |
6-way lighting | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Decals | No Suggested alternative: Projector component. |
Yes Projector decals (Forward + DBuffer) or Screen Space Decals (Deferred), no decal layers, no emissive decals |
Yes Projector decals (Forward & Deferred + DBuffer) or Mesh decals, support on transparents (Cluster decals), support decal layers, surface gradients, emissive decals |
Decal layers | 否 | 是 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Projector component | 是 | No Use the Decal Renderer Feature instead. |
No Use the Decal Projector instead. |
Line Renderer component | 是 | 是 | 是 |
Trail Renderer component | 是 | Yes You can also use VFX Graph to create a custom trail effect. |
Yes You can also use VFX Graph to create a custom trail effect. |
Billboard Renderer component | 是 | 是 | No Suggested alternative: Use VFX Graph. |
Halo component | 是 | No Suggested alternative: Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component. |
No Suggested alternative: Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component, or use a celestial body in a directional light. |
Lens flares | Yes Use a Flare asset and either a Light component or a Lens Flare component. |
Yes Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component. |
Yes Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component. |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Sprite | 是 | 是 | 否 |
Tilemap | 是 | 是 | 否 |
Sprite Shape | 是 | 是 | 否 |
Pixel-Perfect | Yes Using the “2D Pixel Perfect” package. |
Yes Using the “2D Pixel Perfect” package. |
否 |
2D Lights | 否 | 是 | 否 |
2D Shadows | 否 | 是 | 否 |
VFX Graph | 否 | Yes Supports 3D particles, sorting layers, ShaderGraph Sprite Lit and Custom Lit targets, Alpha Clipping with Shadergraph Sprite Lit, Unlit and Custom Lit targets. Does not support 2D Physics, 2D sprites emitters, or 2D Lights. |
否 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Screen Space - Overlay | 是 | 是 | 是 |
Screen Space - Camera | 是 | 是 | 是 |
World Space | 是 | 是 | Yes Use the UI Camera stacking Custom pass for improved performance. |
Text Mesh Pro | 是 | 是 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Multipass | 是 | 是 | 是 |
Single Pass (double-wide) | 是 | No Deprecated |
No Deprecated |
Single Pass Instanced | 是 | 是 | Yes Windows and PSVR only |
Multiview | 是 | 是 | 否 |
AR Foundation | 是 | 是 | 否 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Camera.RenderWithShader | 是 | No Suggested alternative: ScriptableRenderPass |
No Suggested alternative: CustomPass with shader override |
Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer) | 是 | 否 | No Alternative: Custom Passes |
Camera.Render | 是 | 是 | 是 |
Light.AddCommandBuffer (LightRemove[All]CommandBuffer) | 是 | 否 | 否 |
OnPreCull | 是 | No Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass |
否 |
OnPreRender | 是 | No Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass |
否 |
OnPostRender | 是 | 否 | 否 |
OnRenderImage | 是 | No Suggested alternative: ScriptableRenderPass |
No Suggested alternative: Fullscreen CustomPass |
OnRenderObject | 是 | Yes RenderPipelineManager.endCameraRendering or ScriptableRenderPass API |
No RenderPipelineManager.endCameraRendering or Custom Pass |
OnWillRenderObject | 是 | 是 | 是 |
OnBecameVisible | 是 | 是 | 是 |
OnBecameInvisible | 是 | 是 | 是 |
Camera Replacement Material | 否 | No Suggested alternative: use Render Feature to replace materials per-Pass. |
No Suggested alternative: Custom Pass with material override |
RenderPipeline.BeginFrameRendering | 否 | 是 | 是 |
RenderPipeline.EndFrameRendering | 否 | 是 | 是 |
RenderPipeline.BeginCameraRendering | 否 | 是 | 是 |
RenderPIpeline.EndCameraRendering | 否 | 是 | 是 |
UniversalRenderPipeline.RenderSingleCamera | 否 | 是 | 否 |
ScriptableRenderPass | 否 | Yes This is similar to the CustomPass feature in HDRP. |
否 |
Custom Renderers | 否 | 是 | 否 |
CustomPass | 否 | 否 | Yes This is similar to the ScriptableRenderPass feature in URP. |
Custom Post Process Pass | 否 | 否 | 是 |
Arbitrary Output Variables (AOV) API | 否 | 否 | 是 |
Recording API | 否 | 否 | 是 |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Batching By Shader | 否 | 是 | 是 |
Batching By Material | 是 | 是 | 是 |
Batching by Material Property Blocks | 是 | Yes Batched separately from the SRP Batcher |
Yes Batched separately from the SRP Batcher |
Dynamic batching (without SRP Batcher) | 是 | 是 | 是 |
Real-time batching with SRP Batcher | 否 | Yes Requires OpenGLES 3.1. On unsupported graphics APIs, falls back to Dynamic Batching. |
是 |
Dynamic Shadows Batching | 是 | No Deprecated. |
是 |
GPU Instancing | 是 | 是 | Yes Disabled by default when SRP Batcher is enabled. |
Render Graph | 否 | 否 | 是 |
Dynamic Render Pass Culling | 否 | 否 | Yes Disabled by default. |
功能 | 内置渲染管线 | URP | HDRP |
---|---|---|---|
Scene View Modes | 是 | Yes Except mipmap view |
是 |
Volume Explorer | 否 | 否 | 是 |
Rendering debugger | 否 | 是 | 是 |
Runtime GPU profiler | 否 | 是 | 是 |
Probe volume debugger | 否 | 否 | Yes Experimental |
Color Monitors | No Use post processing stack v2 |
否 | Yes Waveform, Parade, Vectorscope |