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    Functional Differences in Each Render Pipeline

    Function Legacy URP HDRP Note
    as of 0.8.5-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
    Inverted 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 (Built-in) 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.
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