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 |