Feature comparison | Package Manager UI website
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    Note: This page is subject to change during the 2019.1 beta cycle.

    Feature comparison

    This is an overview of how features work in the Unity built-in Render Pipeline and in the Lightweight Render Pipeline.

    Unity Built-in render pipeline Lightweight Render Pipeline
    Platform Coverage All All
    Rendering Paths Multi-pass Forward
    Multi-pass Deferred
    Single-pass Forward
    Lighting Attenuation Separate precomputed attenuation textures for Point and Spot
    Vertex light attenuation does not reach 0 intensity at range boundary.
    Physically Based Light Attenuation. Light intensity decreases by the inverse-square law.
    Color Space Linear with sRGB light intensity
    sRGB
    Linear with linear light intensity
    sRGB.
    Realtime Lights Directional, Spot and Point
    Amount of pixel lights controlled by Quality Settings
    Forward path limited to 8 pixel lights.
    Supports up to 4 vertex point lights.
    Directional, Spot and Point
    Amount of pixel lights controlled by LWRP Asset
    1 Main Directional light, always shaded per pixel
    Up to 8 additional lights that can be shaded per pixel or per vertex
    Light Modes Baked
    Mixed
    - Baked Indirect
    - Shadow Mask
    - Distance Shadowmask
    - Subtractive
    Realtime
    Baked
    Mixed (WIP / ETA Unity 19.1)
    - Baked Indirect
    - Shadow Mask
    - Subtractive
    Realtime
    Global Illumination Directional, Spot, Point and Rectangular Area Lights
    Baked
    Lightmap (Non-Directional and Directional)
    Light Probes
    Realtime
    Dynamic Lightmap
    Realtime Lightprobes
    Directional, Spot, Point and Rectangular Area Lights
    Baked
    Lightmap (Non-Directional and Directional)
    Light Probes
    Realtime GI Not Supported.
    Light Culling Per-Object. No Compute. Per-Object. No Compute.
    Shader Library Dozens of non physically based shaders specializations
    Unified Standard PBS Shaders
    Metallic workflow
    Specular workflow
    Roughness workflow
    Unified non-physically based shader (Simple Lit)
    Unified physically based shader (Lit) that covers Metallic and Specular workflows
    Physically Based Shading Disney Diffuse + Cook Torrance (GGX, Smith, Schlick) Specular
    Lambertian Diffuse + Simplified Cook Torrance (GGX, Simplified KSK and Schlick) Specular
    Lambertian Diffuse + Non-Microfaceted LUT Specular
    Lambertian Diffuse + Simplified Cook Torrance (GGX, Simplified KSK and Schlick) Specular
    Light Cookies Monochrome Single light cookie support for the main light.
    Light Probes Modes One interpolated probe
    LPPV
    One interpolated probe
    Reflection Probes Sorted per-object
    Blend between at most 2 probes
    Sorted per-object
    No blending
    Shadows Features PSSM Stable and Close Fit· Filtering: PCF
    No depth clip.
    Pancaking done in vertex.
    PSSM Stable Fit
    Filtering: PCF
    No depth clip.
    Pancaking done in vertex.
    Shadow Modes Light Space
    Screen Space
    Light Space
    Screen Space
    Shadow Casting Lights Directional, Spot, Point
    Multiple shadow light casters, one per pass.
    Directional and Spot
    Single shadow light caster supported as main light.
    General
    Camera Sorts camera by depth value
    Stack Management
    Groups by common camera state
    Handles depth state between cameras
    Sorts camera by depth value
    No stack management
    RenderTarget scale supported
    Game renders at scaled resolution
    UI renders at native resolution
    Anti-Aliasing MSAA
    TAA
    MSAA
    Pipeline Additional Data Motion Vectors None
    Post-Processing Legacy Post-Processing stack
    New Post-Processing Stack
    Subset of the new Post-Processing Stack FX
    No support for:
    - TAA
    - Motion Blur
    - SSR
    Debug option Display GBuffer
    Display various bake lighting view mode
    Sky lighting Procedural Sky
    Cubemap/LatLong Sky
    Ambient Lighting
    Procedural Sky
    Cubemap
    Ambient Lighting
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