| 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 |