Support for XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary features in the Universal Render Pipeline (URP) varies by URP package version. This page details compatibility between XR features in Unity 2020.1 and the latest compatible URP version.
To determine which version of URP is compatible with your current Unity version, see the Requirements and compatibility page in the Universal Render Pipeline documentation.
Unity 2020.1 supports the following ARAugmented Reality (AR) uses computer graphics or video composited on top of a live video feed to augment the view and create interaction with real and virtual objects.
See in Glossary and VR features in the Universal Render Pipeline:
Feature | Supported in XR |
---|---|
Post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary effects: Bloom |
Yes |
Post-processing effects: MotionBlur | No |
Post-processing effects: Lens Distortion | No |
Post-processing effects: Depth of FieldA post-processing effect that simulates the focus properties of a camera lens. More info See in Glossary |
Yes |
Post-processing effects: ToneMappingThe process of remapping HDR values of an image into a range suitable to be displayed on screen. More info See in Glossary |
Yes |
Other post-processing effects (color adjustment, etc.) | Yes |
GI (Global Illumination) | Yes |
HDRhigh dymanic range See in Glossary renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info See in Glossary |
Yes (1) |
MSAA | Yes |
Physical CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary |
No |
CopyColor / ColorDepth | Yes |
Multi Display | No |
Camera Stacking | Yes |
Cascaded Shadow | Yes |
sRGB | Yes |
SkyboxA special type of Material used to represent skies. Usually six-sided. More info See in Glossary |
Yes |
Fog | Yes |
BillboardA textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera. More info See in Glossary |
Yes |
ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info See in Glossary Graph |
Yes (2) |
Particles | Yes |
TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info See in Glossary |
Yes |
2D UI(User Interface) Allows a user to interact with your application. More info See in Glossary (Canvas Renderer, Text Mesh Pro) |
Yes |
URP Debug (Scene View Mode, Frame Debug) | Yes (3) |
(1) HDR display is currently unsupported. (2) Although Shader Graph shaders can run in XR, Shader Graph doesn’t currently support the XR utility feature to create SPI-compatible shader input textures. Unity will expand support for Shader Graph functionality in future releases. (3) Unity supports frame debugging for mock HMDs. Currently, there is no support for Oculus.
To learn more about post-processing effects, see the Effect list page in the Universal Render Pipeline documentation.