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    High Definition Render Pipeline/Built-in Render Pipeline comparison

    The tables that follow provide an overview of the Features that the High Definition Render Pipeline (HDRP) supports, compared to Unity's Built-in Render Pipeline.

    Camera

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    HDR rendering Yes. The Built-in Renderer uses an HDR Texture Format. Yes
    HDR output Yes No, however this feature is in research for HDRP. For more information, see High dynamic range.
    Anti-Aliasing Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

    If you use the Post-processing v2 package, this Render Pipeline also supports:
    • Temporal anti-aliasing (TAA).
    • Fast approximate anti-aliasing(FXAA).
    • Subpixel morphological anti-aliasing (SMAA).
    Yes. HDRP supports:
    • MSAA, for the Forward Renderer.
    • TAA.
    • FXAA.
    • SMAA.
    Physical Camera Yes. The Built-in Render Pipeline only uses physical camera properties to calculate the Camera's field of view. Yes. HDRP uses physical camera properties to:
    • Calculate the Camera's field of view.
    • Calculate the exposure of the Scene.
    • Calculate the result of certain post-processing effects..
    Multi Display Yes Yes
    Stacking Yes Not supported
    Flare Layer Yes Not supported
    Depth Texture Yes Yes
    Depth + Normals Texture Yes Yes
    Color Texture Not supported Yes
    Motion vectors Yes Yes
    Dynamic Resolution
    Software Yes. Limited. Yes. On all platforms.
    Hardware Not supported Yes but only for consoles.

    Realtime Lights

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Light Types
    Directional Yes Yes
    Spot Yes Yes. Supports the following shapes:
    • Cone.
    • Pyramid.
    • Box.
    Point Yes Yes
    Area Yes. Supports the following shapes:
    • Rectangle.
    • Disk (baked only).
    Yes. Supports the following shapes:
    • Rectangle.
    • Tube.
    • Disk (baked only).
    Inner Spot Angle Not supported Yes
    Shading Multiple Passes Tiled/Clustered
    Culling
    Per-Object Yes Yes
    Per-Layer Yes Yes
    Light Limits See Quality Settings
    Main Directional Light 1 Unlimited, but HDRP only supports shadowing for one Directional Light at a time.
    Per Object Unlimited Unlimited
    Per Camera Unlimited Unlimited
    Attenuation Legacy InverseSquared
    Vertex Lights Yes Not supported
    SH Lights Yes Not supported

    Realtime Shadows

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Light Types
    Directional Yes Yes, but only one at a time.
    Spot Yes Yes
    Point Yes Yes
    Area Not supported Yes, but only for the Rectangle shape.
    Shadow Projection
    Stable Fit Yes Yes
    Close Fit Yes Yes
    Shadow Cascades
    Number of Cascades 1, 2, or 4 1 to 4
    Control by Percentage Yes Yes
    Control by Distance Not supported Yes
    Shadow Resolve Type
    Lighting Pass Yes Yes
    Screen Space Pass Yes Yes
    Shadow Bias Yes. Supports the following types:
    • Constant clip space offset.
    • Normal bias.
    Yes. Supports the following types:
    • Slope bias.
    • Normal bias.

    Batching

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Static Batching
    By Shader Not supported Yes
    By Material Yes Yes
    Dynamic Batching Yes Yes
    Dynamic Batching Shadows Yes Yes
    GPU Instancing Yes Yes

    Color Space

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Linear Yes Yes
    Gamma Yes Not supported

    Global Illumination (Back End)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Enlighten Yes Not supported
    Enlighten Realtime Yes Not supported
    Progressive CPU Yes Yes
    Progressive GPU Yes Yes

    Mixed Lighting

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Subtractive Yes Not supported
    Baked Indirect Yes Yes
    Shadow Mask Yes Yes. This is a per-Light setting.
    Distance Shadow Mask Yes Yes. This is a per-Light setting.

    Global Illumination (Light Probes)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Blending Yes Yes
    Proxy Volume (LPPV) Yes Yes
    Custom Provided Yes Yes
    Occlusion Probes Yes Yes

    Global Illumination (Reflection Probes)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Realtime Yes yes
    Baked Yes Yes
    Sampling
    Anchor Override Yes Not supported
    Simple Yes See Reflection Hierarchy.
    Blend Probes Yes See Reflection Hierarchy.
    Blend Probes and Skybox Yes See Reflection Hierarchy.
    Projection
    Box Yes Yes
    Sphere No Yes
    Proxy Volume Not supported Yes
    Other Reflections The Built-in Render Pipeline also supports screen space reflection. HDRP supports the following other reflection methods:
    • Planar Reflection Probes.
    • Screen space reflection.
    • Ray-traced reflection.

    Global Illumination (Lightmap Modes)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Non-Directional Yes Yes
    Directional Yes Yes

    Global Illumination (Environmental)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Source
    Skybox Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create own sky via script and Material.
    Gradient Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create own sky via script and Material.
    Color Yes Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create own sky via script and Material.
    Ambient Mode
    Realtime Yes Yes
    Baked Yes Yes

    Sky

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Procedural Yes Yes. This sky type is deprecated, but you can still use if if you install the Procedural Sky Sample.
    6 Sided Yes Yes. The HDRI Sky supports cubemaps, which the Unity importer can build from 6-sided maps.
    Cubemap Yes See HDRI Sky
    Panoramic Yes Yes. The HDRI Sky supports cubemaps, which the Unity importer can build from panoramic maps.
    Physical No Yes
    Gradient No Yes

    Fog

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Linear Yes Not supported
    Exponential Yes Yes. The Fog Override uses exponential fog.
    Exponential Squared Yes Not supported
    Local Volumetric No Yes

    Shaders (General)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Shader Graph Not supported Yes
    Surface Shaders Yes Not supported
    Camera-relative Rendering Not supported Yes. See Camera Relative Rendering.
    Standard Lit Shader
    Metallic Workflow Yes Yes
    Specular Workflow Yes Yes
    Surface Type and Blend Mode
    Opaque Yes Yes
    Faded (Alpha Blend) Yes Yes. HDRP also supports premultiplied alpha.
    Transparent Yes Yes
    Cutout Yes Yes
    Additive Not supported Yes
    Multiply Not supported Not supported
    Decals Not supported Yes. To create decals in HDRP, you can use a decal Mesh or a decal projector.
    Detail Maps Yes. You can assigned albedo and normal maps. Yes. HDRP uses the mask and detail maps to combine maps such ask albedo, normals, and smoothness
    Advanced Material Options None HDRP supports the following advanced Materials:
    • Anisotropic.
    • Subsurface Scattering.
    • Iridescence.
    • Translucence.
    Surface Inputs
    Albedo (Base Map) Yes Yes
    Specular Yes Yes
    Metallic Yes Yes. Uses the mask map.
    Smoothness Yes Yes. Uses the mask map.
    Ambient Occlusion Yes Yes. Uses the mask map.
    Normal Map Yes Yes
    Detail Map Yes Yes
    Detail Normal Map Yes Yes
    Heightmap Yes Yes. Supports both pixel and vertex displacement.
    Detail Mask Yes Yes. Uses the mask map.
    Light Cookies Yes. Supports grayscale Textures. Yes. Supports RGB Textures.
    Parallax Mapping Yes Yes. Uses vertex displacement.
    Light Distance Fade Not supported Yes
    Shadow Distance Fade Yes Yes
    Shadow Cascade Blending Not supported Yes
    GPU Instancing Yes Yes
    GPU Tessellation Not supported Yes. Uses the LitTesselation Shader.
    Double Sided GI Yes Yes
    Two Sided Not supported Yes
    Order In Layer Not supported Not supported
    Advanced Materials
    ClearCoat Not supported Yes
    Hair Not supported Yes
    Fabric Not supported Yes

    LOD Management

    In the Built-in Render Pipeline, you manage levels of detail (LOD) from the QualitySettings. Each quality setting defines a LOD Bias and a Maximum LOD value. As such, they are global to the quality setting and you cannot change them on a per camera basis. In HDRP, there are scalability settings that allow you to change the LOD settings per camera by using either predetermined values contained in the HDRP Asset of the current quality level or overridden values. For more information, see HDRP Asset and Frame Settings.

    Managing LOD in this way has two consequences:

    • Default LOD settings for a quality level are now stored in the HDRP Asset instead of the Quality Settings.
    • Built-in APIs such as QualitySettings.lodBias or QualitySettings.maximumLODLevel no longer work. Instead, you need to change these properties through the camera Frame Settings. If you use the Built-in APIs, they have no effect at all.

    Render Pipeline Hooks

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Camera.RenderWithShader Yes Not supported
    Camera.AddCommandBuffer(Camera.Remove[All]CommandBuffer) Yes Not supported
    Camera.Render Yes Yes
    Light.AddCommandBuffer(LightRemove[All]CommandBuffer) Yes Not supported
    OnPreCull Yes Not supported
    OnPreRender Yes Not supported
    OnPostRender Yes Not supported
    OnRenderImage Yes Not supported
    OnRenderObject Yes Not supported
    OnWillRenderObject Yes Not supported
    OnBecameVisible Yes Not supported
    OnBecameInvisible Yes Not supported
    Camera Replacement Material Not supported Not supported
    RenderPipeline.BeginFrameRendering Not supported Yes
    RenderPipeline.EndFrameRendering Not supported Yes
    RenderPipeline.BeginCameraRendering Not supported Yes
    RenderPIpeline.EndCameraRendering Not supported Yes
    UniversalRenderPipeline.RenderSingleCamera Not supported Not supported
    ScriptableRenderPass Not supported Not supported
    Custom Renderers Not supported Not supported
    CustomPass Not supported Yes
    Custom Post Process Pass Not supported Yes

    Post-processing

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Implementation Uses Post-Processing Version 2 package. Native Post-Processing solution embedded in HDRP package
    Ambient Occlusion Yes. The Built-in Render Pipeline supports:
    • Multi-scale ambient occlusion.
    Yes. HDRP supports:
    • Ground truth ambient occlusion.
    • Ray-traced ambient occlusion.
    Exposure Yes. The Built-in Render Pipeline supports:
    • Fixed exposure.
    • Automatic exposure.
    Yes. HDRP supports:
    • Fixed exposure.
    • Automatic (Eye adaptation).
    • Curve Mapping.
    • Physical Camera settings
    Bloom Yes Yes
    Chromatic Aberration Yes Yes
    Color Grading / Tonemapping Yes Yes
    Depth of Field Yes. This includes Bokeh. Yes. This includes Bokeh.
    Film Grain Yes Yes
    Lens Distortion Yes Yes
    Motion Blur
    Object Yes Yes
    Camera Yes Yes
    Vignette Yes Yes
    Panini Projection Not supported Yes

    CPU Particles

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Soft Particles Yes Yes
    Distortion Yes Yes. This is available in Shader Graph.
    Flipbook Blending Yes Yes. This is available in Shader Graph.
    Trail Yes Yes
    Shaders
    Lit Yes Yes
    Simple Lighting Yes. Uses Blinn Phong. Yes
    Unlit Yes Yes
    GPU Instancing Yes No

    GPU Particles with VFX Graph

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Integration with Vfx Graph Not supported Yes
    Soft Particles Not supported Yes
    Distortion Not supported Yes
    Flipbook Blending Not supported Yes
    Trail Not supported Yes
    Half-resolution Not supported Yes
    Shaders
    Lit Not supported Yes
    Simple Lighting Not supported Yes
    Unlit Not supported Yes

    Visual Effect Components

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Halo Yes Not supported
    Lens Flare Yes Not supported
    Trail Renderer Yes Yes. You can also use the VFX Graph to create a custom trail effect.
    Billboard Renderer Yes Yes, but only with the VFX Graph.
    Projector Yes Not supported

    Terrain

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Speed Tree Yes SpeedTree 8 only. Expect visual changes to normals for correctness in 21.2.
    Paint Trees Yes Yes
    Detail Yes Not supported
    Wind Zone Yes Not supported
    Number of Layers Unlimited 8
    GPU Instanced Rendering Yes Yes
    Terrain Holes Yes Yes
    Shaders
    Physically Based Not supported Yes
    Simple Lit (Blinn-Phong) Yes Not supported
    Unlit Not supported Not supported

    2D

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Sprite Yes Not supported
    Tilemap Yes Not supported
    Sprite Shape Yes Not supported
    Pixel-Perfect Yes. Using the standalone 2D Pixel Perfect Package. Not supported
    2D Lights Not supported Not supported
    2D Shadows Not supported Not supported

    UI (Canvas Renderer)

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Screen Space - Overlay Yes Yes
    Screen Space - Camera Yes Yes
    World Space Yes Yes
    Text Mesh Pro Yes Yes

    Ray Tracing

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Ray-traced Ambient Occlusion No Yes
    Ray-traced Contact Shadows No Yes
    Ray-traced Global Illumination No Yes
    Ray-traced Reflections No Yes
    Ray-traced Shadows No Yes
    Ray-traced Recursive Rendering No Yes
    Path Tracing No Yes

    VR

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Multipass Yes Yes
    Single Pass (double-wide) Yes Not supported
    Single Pass Instanced Yes Windows and PSVR only
    Multiview Yes In research
    Platforms
    Oculus Rift Yes Yes
    Oculus Quest Yes Not supported
    Oculus Go Yes Not supported
    Gear VR Yes Not supported
    PSVR Yes Yes
    HoloLens Yes Not supported
    WMR Yes Yes
    Magic Leap One Yes Not supported

    AR

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    AR Foundation Yes No

    Debug

    Feature Built-in Render Pipeline High Definition Render Pipeline (HDRP)
    Scene view modes Yes Yes
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