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    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
    Yes
    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 Baked Global Illumination Yes Yes
    Progressive Lightmapper, CPU Yes Yes
    Progressive Lightmapper, GPU Yes Yes
    Real-time Global Illumination
    Enlighten Realtime Global Illumination Yes Yes
    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
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