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    Feature Description Feature Model Legacy URP HDRP Note
    UTS Feature Model 3.1 as of 0.5.0-preview
    1. Basic shader features
    Double Shade With Feather Workflow 2.0 OK OK OK
    Shading Grade Map Workflow 2.0 OK OK OK
    Switch Culling Mode 2.0 OK OK OK
    Stencil Mask function 2.0 OK OK N.A.
    Stencil Out function 2.0 OK OK N.A.
    Custom stencil number 2.0 OK OK N.A.
    Clipping mask function. Tweak Clipping level 2.0 OK OK OK
    TransClipping function. Tweak TransClipping level 2.0 OK OK OK
    Inverse Clipping Mask 2.0 OK OK OK
    Use the alpha channel of Basemap as a Clipping mask 2.0 OK OK OK
    Transparent shader function. Tweak Transparency Level 2.0 OK OK OK
    Switch Current UI type 2.0 OK OK OK
    Game recommendation button 2.0 OK OK OK
    Remove Unused Keyword button 2.0 OK OK OK
    2. Basic Three Colors and Shadow Control Maps features
    Set Base Map and Color. Sharing the map with 1st Shade Map 2.0 OK OK OK
    Set 1st Shade Map and Color. Sharing the map with 2nd Shade Map 2.0 OK OK OK
    Set 2nd Shade Map and Color 2.0 OK OK OK
    Normal Map function. Tweak Bump scale, Tiling and Offset 2.0 OK OK OK
    Tweak Normal map effectiveness to three basic colors, high color, or rim light 2.0 OK OK OK
    Set 1st and 2nd Position Maps for shadow control 2.0 OK OK OK
    Set Shading Grade Map for shadow control. Tweak gray level and blur the map 2.0 OK OK OK
    3. Basic Lookdevs features
    Tweak the level of step and feather between the base and 1st shade colors 2.0 OK OK OK
    Tweak the level of step and feather between the 1st and 2nd shade colors 2.0 OK OK OK
    Switch system shadows receiving. Tweak the level of system shadows 2.0 OK OK OK
    Offset the step value of Point lights 2.0 OK OK OK
    PointLights Hi-Cut Filter function 2.0 OK OK OK
    4. HighColor features
    Set High Color and map and Tweak HighColor Power 2.0 OK OK OK
    Switch Specular Mode 2.0 OK OK OK
    Switch Color Blend Mode either Multiply or Additive 2.0 OK OK OK
    Mask High Color zone with system shadows and Tweak the masking power 2.0 OK OK OK
    Set HighColor Mask and Tweak the level of the mask 2.0 OK OK OK
    5. RimLight features
    Add RimLight on the surface and Set the color and power of it 2.0 OK OK OK
    Tweak the power of RimLight Inside Mask and Cut the feather off on the edge of the mask 2.0 OK OK OK
    Light Direction Mask function. Tweak the level of the mask 2.0 OK OK OK
    Antipodean(Ap)_RimLight function.
    Ap_RimLight appears on the opposite surface of the light direction.
    Set the color of the Ap_RimLight, tweak the power of it and switch whether cutting the feather off
    2.0 OK OK OK
    RimLight Mask function. Tweak the level of the mask 2.0 OK OK OK
    6. MatCap features
    Add MatCap on the surface and Set the MatCap sampler and color 2.0 OK OK OK
    Blur the MatCap sampler and Tweak Tiling and Offset 2.0 OK OK OK
    Switch Color Blend Mode either Multiply or Additive 2.0 OK OK OK
    Tweak the Scale and Rotate of the UV Coordinate of MatCap Sampler 2.0 OK OK OK
    CameraRolling Stabilizer function, freezing the rotation of MatCap
    projection following by camera rolls
    2.0 OK OK OK
    Normal Map for MatCap function. Tweak Bump scale, Tiling, Offset and UV Rotation 2.0 OK OK OK
    Mask MatCap projection with system shadows and Tweak the masking power 2.0 OK OK OK
    Switch the projection camera of MatCap, avoiding lens distortion 2.0 OK OK OK
    Set MatCap Mask, Tweak the level of the mask, or Inverse it. 2.0 OK OK OK
    7. AngelRing Projection features
    Add AngelRing Projection on the surface and
    Set the AngelRing Sampler and color
    2.0 OK OK OK
    Offset the position of AngelRing with the U or V axis 2.0 OK OK OK
    Use the alpha channel of AngelRing sampler as a Clipping mask 2.0 OK OK OK
    8. Emissive features
    Set Emissive Map and Color and Tweak Tiling and Offset 2.0 OK OK OK
    Use the alpha channel of Emissive Map as a Clipping mask 2.0 OK OK OK
    Emissive Animation function 2.0 OK OK OK
    Set Base Speed of updating 2.0 OK OK OK
    Switch scroll coordinate either UV or View 2.0 OK OK OK
    Set scroll amounts of Emissive Map between U/X and V/Y directions 2.0 OK OK OK
    Set rotate amounts of Emissive Map around the center of UV Coordinate 2.0 OK OK OK
    Set PingPong like movement for scroll 2.0 OK OK OK
    ColorShift function. Set the speed of shift and the destination color 2.0 OK OK OK
    ViewShift function. Set the destination color to view shift. 2.0 OK OK OK
    9. Outline features
    Switch the method of Outline Mode either Normal Direction or Position Scaling 2.0 OK OK OK
    Set the width and color of the outline 2.0 OK OK OK
    Blend the color of the outline with the surface's base color 2.0 OK OK OK
    Control the width of the outline's stroke with Outline Sampler 2.0 OK OK OK
    Offset the outline along with the Z-axis of the camera coordinate 2.0 OK OK OK
    Control the width of the outline with the distance from the camera. Set the threshold values of the farthest and nearest distances 2.0 OK OK OK
    Use Outline Texture for the outline's color 2.0 OK OK OK
    Use Baked NormalMap for Outline in the Normal Direction method 2.0 OK OK OK
    10. Tessellation feature
    Tessellation function. Tweak the value of Edge Length, Phong Strength, or Extrusion Amount 2.0 DX11 N.A. DX11/Vulkan/Metal
    11. LightColor Contribution feature
    Turn on/off Realtime LightColor Contribution to each color:
    i.e., BaseColor, 1st Shade Color, 2nd Shade Color, HighColor, RimLight, Ap_RimLight, MatCap, AngelRing, or Outline
    2.0 OK OK OK
    12. Environmental Lighting Contributions features
    Tweak the value of GI Intensity toward material from light probes 2.0 OK OK OK
    Tweak the value of Unlit Intensity of material in the scene where is no realtime lighting source 2.0 OK OK OK
    SceneLights Hi-Cut Filter function. Adjust the high intensity from lights avoiding the overshoot of material's colors 2.0 OK OK OK
    Built-in Light Direction function.
    Activate the virtual light for each material and Tweak the offset value of each axis of the light's direction
    2.0 OK OK OK
    UTS Feature Model 2.1
    1. Support RTHS (Realtime Raytraced Hard Shadow) as the shadow map, getting precise cel-shaded images (requires a working environment for DXR)
    Activate Raytraced Hard Shadow function (requiring ShadowRaytracer component on the camera) 2.1 OK OK OK
    UTS Feature Model 2.2
    1. Integrate two workflows and shader variations as an Uber Shader
    UniversalToon / Uber shader custom user interface 2.2 OK OK OK
    Switch Workflow Mode either DoubleShadeWithFeather or ShadingGradeMap 2.2 OK OK OK
    Select Auto Queue or Custom Render Queue 2.2 OK OK OK
    Switch Transparent Mode 2.2 OK OK OK
    Switch Stencil Mode either Off, StencilOut or StencilMask 2.2 OK OK N.A.
    Switch Clipping Mode 2.2 OK OK OK
    Switch TransClipping Mode 2.2 OK OK OK
    Activate Outline function 2.2 OK OK OK
    2. Rendering per Channels feature
    Set the color and visibility of each channel:
    i.e., BaseColor, 1st Shade, 2nd Shade, HighColor, AngelRing, RimLight, or Outline
    2.2 N.A. N.A. OK
    UTS Feature Model 3.0
    1. Integrate some textures into one automatically (experimental)
    _MainTexSynthesized, _ShadowControlSynthesized, _HighColor_TexSynthesized
    and _Outline_SamplerSynthesized
    3.0 deprecated deprecated deprecated
    UTS Feature Model 3.1
    1. More than 16 textures
    Some texture samplers are shared 3.1 OK OK OK
    2. EV Adjustment
    EV Adjustment in high intensity light scenes 3.1 N.A N.A. OK
    3. Render pipeline built-in raytraced shadows
    DXR shadow supported in render pipelines 3.1 N.A. N.A. OK
    4. Box Light
    Substitute for directional light 3.1 N.A. N.A. OK to avoid the limitation that unable to have multiple directional light casting shadows
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