Feature comparison table
This table provides an overview of the current features supported in the Universal Render Pipeline (URP), compared to the Unity Built-in render pipeline.
Note: If a feature is marked In research, the URP team is still researching how and when to implement the feature. If a feature is marked as Not supported, it's because Unity is not planning to support it in any release.
| Feature | Built-in Render Pipeline Unity 2018.x, 2019.x, 2020.x.  | 
Universal Render Pipeline | 
|---|---|---|
| Camera | ||
| HDR rendering | Yes | Yes | 
| HDR output | Yes | In research | 
| MSAA | Yes | Yes | 
| Physical Camera | Yes | Yes | 
| Dynamic Resolution | Yes | Yes | 
| Multi Display | Yes | Yes | 
| Stacking | Yes | Yes | 
| Flare Layer | Yes | Not supported | 
| Depth Texture | Yes | Yes | 
| Depth + Normals Texture | Yes | Not supported | 
| Color Texture | Not supported | Yes | 
| Motion vectors | Yes | In research | 
| Batching | ||
| Static Batching (By Shader) | Not supported | Yes | 
| Static Batching (By Material) | Yes | Yes | 
| Dynamic Batching | Yes | Yes | 
| Dynamic Batching (Shadows) | Yes | Not supported | 
| GPU Instancing | Yes | Yes | 
| Color Space | ||
| Linear | Yes | Yes | 
| Gamma | Yes | Yes | 
| Realtime Lights | ||
| Light Types Directional Spot Point Area  | 
Yes Yes Yes Rectangle (Baked)  | 
Yes Yes Yes Rectangle (Baked)  | 
| Inner Spot Angle | Not supported | Yes | 
| Shading | Multiple Passes | Single Pass | 
| Culling Per-Object Per-Layer  | 
Yes Yes  | 
Yes Yes  | 
| Light Limits Main Directional Light Per Object Per Camera  | 
1 Unlimited Unlimited  | 
1 8 (4 for GLES2). Can be point, spot, and directional Lights. 256 (16 for GLES 3.0 or lower, 32 on other mobile platforms)  | 
| Attenuation | Legacy | InverseSquared | 
| Vertex Lights | Yes | Yes | 
| SH Lights | Yes | In research | 
| Realtime Shadows | ||
| Light Types Directional Spot Point Area  | 
Yes Yes Yes Not supported  | 
Yes - only 1 Yes In research Not supported  | 
| Shadow Projection Stable Fit Close Fit  | 
Yes Yes  | 
Yes In research  | 
| Shadow Cascades Number of Cascades Control by Percentage Control by Distance  | 
1, 2 or 4 Yes Not supported  | 
1–4 Yes Yes  | 
| Shadow Resolve Type Lighting Pass Screen Space Pass  | 
Yes Yes  | 
Yes No  | 
| Shadow Bias | Constant clip space offset + normal bias | Offsets shadowmap texels in the light direction + normal bias | 
| Lightmapping | ||
| Enlighten | Yes | Not supported | 
| Progressive Lightmapper, CPU | Yes | Yes | 
| Progressive Lightmapper, GPU | Yes | Yes | 
| Realtime Global Illumination | ||
| Enlighten | Yes | Not supported | 
| Mixed Lighting Mode | ||
| Subtractive | Yes | Yes | 
| Baked Indirect | Yes | Yes | 
| Shadowmask | Yes | Yes (Forward Rendering Path) | 
| Distance Shadowmask | Yes | Yes (Forward Rendering Path) | 
| Light Probes | ||
| Blending | Yes | Yes | 
| Proxy Volume (LPPV) | Yes | Not supported | 
| Custom Provided | Yes | Yes | 
| Occlusion Probes | Yes | Yes | 
| Reflection Probes | ||
| Realtime | Yes | Yes | 
| Baked | Yes | Yes | 
| Sampling Simple Blend Probes Blend Probes and Skybox  | 
Yes Yes Yes  | 
Yes In research In research  | 
| Box Projection | Yes | In research | 
| Lightmap Modes | ||
| Non-Directional | Yes | Yes | 
| Directional | Yes | Yes | 
| Environmental lighting | ||
| Source Skybox Gradient Color  | 
Yes Yes Yes  | 
Yes Yes Yes  | 
| Ambient Mode Realtime Baked  | 
Yes Yes  | 
In research Yes  | 
| Skybox | ||
| Procedural | Yes | Yes | 
| 6 Sided | Yes | Yes | 
| Cubemap | Yes | Yes | 
| Panoramic | Yes | Yes | 
| Fog | ||
| Linear | Yes | Yes | 
| Exponential | Yes | Yes | 
| Exponential Squared | Yes | Yes | 
| Visual Effects Components | ||
| Halo | Yes | Not supported | 
| Lens Flare | Yes | Not supported | 
| Trail Renderer | Yes | Yes | 
| Billboard Renderer | Yes | Yes | 
| Projector | Yes | Not supported | 
| Shaders (General) | ||
| Shader Graph | Not supported | Yes | 
| Surface Shaders | Yes | Not supported | 
| Camera-relative Rendering | Not supported | In research | 
| Built-in Lit Uber Shader Metallic Workflow Specular Workflow  | 
Standard Shader Yes Yes  | 
Lit Shader Yes Yes  | 
| Surface Type and Blend Mode Opaque Faded (Alpha Blend) Transparent Cutout Additive Multiply  | 
Yes Yes Yes Yes Not supported Not supported  | 
Yes Yes Yes Yes Yes Yes  | 
| Surface Inputs Albedo (Base Map) Specular Metallic Smoothness Ambient Occlusion Normal Map Detail Map Detail Normal Map Heightmap  | 
Yes Yes Yes Yes Yes Yes Yes Yes Yes  | 
Yes Yes Yes Yes Yes Yes Yes Yes Yes  | 
| Light Cookies | Yes | In research | 
| Parallax Mapping | Yes | Yes | 
| Light Distance Fade | Not supported | In research | 
| Shadow Distance Fade | Yes | In research | 
| Shadow Cascade Blending | Not supported | In research | 
| GPU Instancing | Yes | Yes | 
| Double Sided GI | Yes | Yes | 
| Two Sided | Not supported | Yes | 
| Order In Layer | Not supported | Yes | 
| Render Pipeline Hooks | ||
| Camera.RenderWithShader | Yes | Not supported | 
| Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer)  | 
Yes | Not supported | 
| Camera.Render | Yes | Not supported | 
| 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 | Yes | 
| OnWillRenderObject | Yes | Yes | 
| OnBecameVisible | Yes | Yes | 
| OnBecameInvisible | Yes | Yes | 
| Camera Replacement Material | Not supported | Yes, with a custom Pass | 
| RenderPipeline.BeginFrameRendering | Not supported | Yes | 
| RenderPipeline.EndFrameRendering | Not supported | Yes | 
| RenderPipeline.BeginCameraRendering | Not supported | Yes | 
| RenderPipeline.EndCameraRendering | Not supported | Yes | 
| UniversalRenderPipeline.RenderSingleCamera | Not supported | Yes | 
| ScriptableRenderPass | Not supported | Yes | 
| Custom Renderers | Not supported | Yes | 
| Post-processing | Uses Post-Processing Version 2 package | Uses integrated post-processing solution | 
| Ambient Occlusion (MSVO) | Yes | In research | 
| Auto Exposure | Yes | Not supported | 
| Bloom | Yes | Yes | 
| Chromatic Aberration | Yes | Yes | 
| Color Grading | Yes | Yes | 
| Depth of Field | Yes | Yes | 
| Grain | Yes | Yes | 
| Lens Distortion | Yes | Yes | 
| Motion Blur Camera Object  | 
Yes Not supported  | 
Yes In research  | 
| Screen Space Reflections | Yes | Not supported | 
| Vignette | Yes | Yes | 
| Particles | ||
| VFX Graph (GPU) | Not supported | Yes | 
| Particles System (CPU) | Yes | Yes | 
| Shaders Physically Based Simple Lighting (Blinn Phong) Unlit  | 
Yes Yes Yes  | 
Yes (Particles Lit) Yes (Particles Simple Lit) Yes (Particles Unlit)  | 
| Soft Particles | Yes | Yes | 
| Distortion | Yes | Yes | 
| Flipbook Blending | Yes | Yes | 
| Terrain | ||
| Shaders Physically Based Simple Lighting (Blinn-Phong) Unlit Speed Tree Vegetation Detail  | 
Yes Yes Not supported Yes Yes Yes  | 
Yes In research In research Yes Yes Yes  | 
| Wind Zone | Yes | Yes | 
| Number of Layers | Unlimited | 8 | 
| GPU Patch Generation | Yes | Yes | 
| Surface Mask | Not supported | In research | 
| 2D | ||
| Sprite | Yes | Yes | 
| Tilemap | Yes | Yes | 
| Sprite Shape | Yes | Yes | 
| Pixel-Perfect | Yes - using the 2D Pixel Perfect Package | Yes | 
| 2D Lights | Not supported | Yes | 
| UI (Canvas Renderer) | ||
| Screen Space - Overlay | Yes | Yes | 
| Screen Space - Camera | Yes | Yes | 
| World Space | Yes | Yes | 
| Text Mesh Pro | Yes | Yes | 
| VR | ||
| Multipass | Yes | Yes | 
| Single Pass | Yes | Yes | 
| Single Pass Instanced | Yes | Yes | 
| Post-processing Oculus Rift Oculus Quest PSVR HoloLens WMR Magic Leap One  | 
Yes Yes Yes Yes Yes Yes  | 
Yes Yes Yes Yes Yes Yes  | 
| AR | ||
| AR Foundation | Yes | Yes | 
| Debug | ||
| Scene view modes | Yes | In research |