Functional Differences in Each Render Pipeline
| Function | Legacy | URP | HDRP | Note |
|---|---|---|---|---|
| as of 0.9.6-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 | DX11/Vulkan/Metal | 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. |