Functional Differences in Each Render Pipeline
Function | Legacy | URP | HDRP | Note |
---|---|---|---|---|
as of 0.7.3-preview | ||||
1. Modes | ||||
Standard | OK | OK | OK | |
With Advanced Control Map | OK | OK | OK | |
2. Shader Settings | ||||
Culling | OK | OK | OK | |
Stencil | OK | OK | N.A. | |
Stencil Value | OK | OK | N.A. | |
Clipping | OK | OK | OK | |
Clipping Mask | OK | OK | OK | |
Invert Clipping Mask | OK | OK | OK | |
Use Base Map Alpha as Clipping Mask | OK | OK | OK | |
3. Three Color Map and Control Map Settings | ||||
Base Map | OK | OK | OK | |
1st Shading Map | OK | OK | OK | |
2nd Shading Map | OK | OK | OK | |
Normal Map | OK | OK | OK | |
Shadow Control Maps | OK | OK | OK | |
4. Shading Steps and Feather Settings | ||||
Base Color Step | OK | OK | OK | |
Base Shading Feather | OK | OK | OK | |
Shading Color Step | OK | OK | OK | |
Point Light Step Offset | OK | OK | OK | |
Filter Point Light Highlights | OK | OK | OK | |
5. Highlight Settings | ||||
Highlight Power | OK | OK | OK | |
Specular Mode | OK | OK | OK | |
Color Blending Mode | OK | OK | OK | |
Highlight Blending on Shadows | OK | OK | OK | |
Highlight Mask | OK | OK | OK | |
Highlight Mask Level | OK | OK | OK | |
6. Rim Light Settings | ||||
Rim Light Color | OK | OK | OK | |
Rim Light Level | OK | OK | OK | |
Adjust Rim Light Area | OK | OK | OK | |
Inversed Light Direction Rim Light | OK | OK | OK | |
Rim Light Mask | OK | OK | OK | |
7. Material Capture(MatCap) Settings | ||||
MatCap Map | OK | OK | OK | |
MatCap Blur Level | OK | OK | OK | |
Color Blending Mode | OK | OK | OK | |
Scale MatCap UV | OK | OK | OK | |
Rotate MatCap UV | OK | OK | OK | |
Stabilize Camera Rolling | OK | OK | OK | |
Normal Map | OK | OK | OK | |
Rotate Normal Map UV | OK | OK | OK | |
MatCap Blending on Shadows | OK | OK | OK | |
MatCap Camera Mode | OK | OK | OK | |
MatCap Mask | OK | OK | OK | |
MatCap Mask Level | OK | OK | OK | |
Invert MatCap Mask | OK | OK | OK | |
8. Emission Settings | ||||
Emission Map | OK | OK | OK | |
Use the alpha channel of Emissive Map as a Clipping mask | OK | OK | OK | |
Emission Map Animation | OK | OK | OK | |
Base Speed (Time) | OK | OK | OK | |
Animation Mode | OK | OK | OK | |
Scroll U/X direction | OK | OK | OK | |
Scroll V/Y direction | OK | OK | OK | |
Rotate around UV center | OK | OK | OK | |
Ping-pong moves for base | OK | OK | OK | |
Color Shifting with Time | OK | OK | OK | |
Color Shifting with View Angle | OK | OK | OK | |
9. Angel Ring Projection Settings | ||||
Angel Ring | OK | OK | OK | |
Offset U/V | OK | OK | OK | |
Alpha Channel as Clipping Mask | OK | OK | OK | |
10. Scene Light Effectiveness Settings | ||||
Activate/Deactive LightColor Effectiveness to each color: Base Color,1st Shading Color, 2nd Shading Color, Highlight, Rim Light, Inverted Light Direction Rim Light, MatCap, Angel Ring, or Outline |
OK | OK | OK | |
11. Metaverse Settings | ||||
Metaverse Light | OK | OK | N.A. | |
Metaverse Light Intensity | OK | OK | N.A. | |
Metaverse Light Direction | OK | OK | N.A. | |
12. Outline Settings | ||||
Outline Mode | OK | OK | OK | |
Outline Width | OK | OK | OK | |
Outline Color | OK | OK | OK | |
Blend Base Color to Outline | OK | OK | OK | |
Offset Outline with Camera Z-axis | OK | OK | OK | |
Camera Distance for Outline Width | OK | OK | OK | |
Outline Color Map | OK | OK | OK | |
Rotate around UV center | OK | OK | OK | |
Ping-pong moves for base | OK | OK | OK | |
Color Shifting with Time | OK | OK | OK | |
Color Shifting with View Angle | OK | OK | OK | |
13.Tessellation Settings | ||||
Tessellation Settings (Legacy) | DX11/Vulkan/Metal | N.A. | N.A. | |
Tessellation Settings (HDRP) | N.A. | N.A. | DX11/Vulkan/Metal | |
14. EV Adjustment | ||||
EV Adjustment in high intensity light scenes | N.A | N.A. | OK | |
15. Render pipeline built-in ray-traced shadows | ||||
DXR shadow supported in render pipelines | N.A. | N.A. | OK | |
16. Box Light | ||||
Substitute for directional light | N.A. | N.A. | OK | To get around the limitation that multiple directional lights can't cast shadows at the same time. |