Version: 2022.2
渲染管线简介
How to get, set, and configure the active render pipeline

Render pipeline feature comparison

This page contains information on feature support in the Built-in Render Pipeline, the Universal Render Pipeline (URP), and the High Definition Render Pipeline (HDRP). It also contains suggested alternatives for certain features.

For ease of reference, features are broken down into the following categories:

Platform Support

功能 内置渲染管线 URP HDRP
Windows 是 是 Yes

DirectX 11. DirectX 12.
MacOS 是 是 是
Linux 是 是 是
XBox One 是 是 是
XBox Series 是 是 是
PlayStation 4 是 是 是
PlayStation 5 是 是 是
Stadia 是 是 是
Nintendo Switch 是 是 否
iOS 是 是 否
Android 是 是 否
Desktop VR Yes

Oculus Rift, PSVR, SteamVR, WMR
Yes

Oculus Rift, PSVR, Steam VR, WMR
Yes

Oculus Rift, PSVR, Steam VR, WMR
Mobile VR Yes

Oculus Quest/Quest 2, Oculus Go, Magic Leap One
Yes

Oculus Quest/Quest 2, Oculus Go, Magic Leap One
否
Hololens 是 是 否
WebGL 是 是 否

光照

Lights

功能 内置渲染管线 URP HDRP
Directional 是 是 是
Spot Yes

Supported shapes: Cone
Yes

Supported shapes: Cone
Yes

Supported shapes: Cone, Pyramid, Box
Point 是 是 是
Area Yes

Supported shapes: Rectangle (only with Enlighten Realtime Global Illumination), Disc (baked only)
Yes

Supported shapes: Rectangle (baked only), Disc (baked only)
Yes

Supported shapes: Rectangle (real-time and baked), Tube (real-time only), Disc (baked only)
Inner Spot angle 否 是 是
Shading technique Yes

Multiple passes
Yes

Single pass only
Yes

Hybrid tile and cluster
Culling Per Object 是 是 否
Culling Per Tile 否 否 是
Culling Per Layer Yes

Based on GameObject layers
Yes

Based on dedicated Rendering layers
Yes

Based on dedicated Light layers
Multiple directional lights 是 Yes

Supports shadowing for one directional light at a time.
Yes

Supports shadowing for one directional light at a time. To simulate more, use Spot light with a Box shape.
Number of real-time lights per object Unlimited In Deferred: unlimited.

In Forward: 4 for GLES2, 8 for all other graphics APIs.

In Forward+: unlimited. The per Camera limit applies.
Unlimited
Number of real-time lights per Camera Unlimited On mobile platforms: 32.

On OpenGL ES 3.0 and earlier: 16.

On other platforms: 256.
In Deferred: 63 per 8x8 pixel tile.

In Forward: 63 per 16x16 pixel cluster.

You can disable the cap for the deferred rendering path in Frame Settings > Light Loop Debug > Deferred Tile. This will affect performance.
Light attenuation type Yes

Legacy
Yes

InverseSquared
Yes

InverseSquared
Vertex Lights 是 是 否
SH Lights 是 否 否
Light Cookies Yes

Only shape, no color (Alpha channel).
Yes

Colored cookie (RGB)
Yes

Colored cookie (RGB)
IES Lights 否 否 是
Light Distance Fade 否 否 是
Physical light units 否 否 是
Light anchor tool 是 是 是

Shadows

功能 内置渲染管线 URP HDRP
Directional Light Shadows 是 是 是
Multiple Directional Light Shadows 是 否 否
Directional Light Cascade Shadows Yes

1, 2, or 4 cascades, control by percentage only.
Yes

1, 2, or 4 cascades. Control by percentage, or switch to meters.

Settings are in URP asset.
Yes

1 to 4 cascades. Control by percentage or distance.

Settings are in Volumes.
Shadow Cascade Blending 否 否 是
Spot Light Shadows 是 是 是
Point Light Shadows 是 是 是
Area Light Shadows 否 否 Yes

Only for rectangle shape
Stable Fit Shadow Projection 是 是 是
Close Fit Shadow Projection 是 否 是
Shadow Lighting Pass 是 是 是
Shadow Screen Space Pass 是 是 Yes

Mostly used for Raytracing.
Shadow bias Yes

Supported types: Constant clip space offset. Normal bias
Yes

Supported types: Offsets shadowmap texels in the light direction, Normal bias
Yes

Supported types: Slope bias, Normal bias
PCF filtering (Percentage Closer Filtering) 否 Yes

PCF Tent 5x5
Yes

For Point and Spot lights in “Low” (PCF 3x3 4 taps) and “Medium” (PCF 5x5 9 taps) quality settings, and for Directional lights in “Low” (PCF 5x5 9 taps) and “Medium” (PCF Tent 5x5 9 taps) quality settings.
PCSS filtering (Percentage Closer Soft Shadows) 否 否 Yes

For Point and Spot lights, Directional lights and Area lights when in “High” quality in the HDRP settings for each kind of light.
EVSM filtering (Exponential Variance Shadow Mapping) 否 否 Yes

For area lights only in all quality settings except “High”.
Shadow update modes 否 否 Yes

Every frame, On Enable, On Demand. Each cascade can be updated independently using the API (RequestSubShadowMapRendering)
Resolution settings Yes

Configured in Quality Settings.
Yes

Configured in URP Lighting Settings.
Yes

Configure shadowmap resolution or budget per Light, and configure shadow atlas size in HDRP Asset.
Dynamic rescale 否 否 是
Directional light shadow caching 否 否 是
Punctual and Area lights shadow caching 否 否 是
Dynamic Shadow Casters 否 否 是
Static Shadow Casters 否 否 是
Contact Shadows 否 否 是
Micro Shadows 否 否 是
Shadow Cascade Volume Controller 否 否 是
Shadow Distance Fade 是 是 Yes

Configure in Shadows Volume.
Shadow Mask Yes

Configure per scene.
Yes

Configure per scene.
Yes

Configure per Light.
Distance Shadow Mask Yes

Configure per scene.
Yes

Forward Rendering Path only.
Yes

Configure per Light.
Transparent objects casting shadows Yes

Use the Transparent Cutout shaders for objects with “gaps” such as fences, vegetation, etc. or custom pixel-lit shaders using the Geometry render queue. Opacity can affect shadow intensity using dithering.
No

Alpha clipping only.
Yes

Raytracing only (incl support of colored shadows). For raster, alpha clipping only (use Alpha clipping > Shadow threshold option).
Transparent objects receiving shadows 否 否 是
Shadow tint 否 否 Yes

Shadow tint or penumbra tint options
Shadow matte 否 否 Yes

Use Unlit master node and “Enable Shadow Matte”
Shadow Layers 否 否 是

Global Illumination

功能 内置渲染管线 URP HDRP
Baked Global Illumination: Progressive CPU Lightmapper 是 是 是
Baked Global Illumination: Progressive GPU Lightmapper 是 是 是
Baked Global Illumination: Enlighten Lightmapper No

Deprecated
No

Deprecated
No

Deprecated
Baked Global Illumination: Mixed Lighting modes Yes

Subtractive, Baked indirect, Shadow Mask, Distance Shadow mask
Yes

Subtractive, Baked indirect, Shadow mask
Yes

Baked indirect, Shadow Mask (per light setting), Distance Shadow mask (per light setting)
Baked Global Illumination: Double Sided GI 是 是 是
Realtime Global Illumination: Pre-computed (Enlighten) Yes

Support ends after Unity 2024 LTS
Yes

Support ends after Unity 2024 LTS
Yes

Support ends after Unity 2024 LTS
Realtime Global Illumination: Screen space GI 否 否 是
Screen Space Reflections 是 否 是
Planar Reflections 否 否 是
Raytraced Reflections 否 否 是
Screen Space Refractions 否 否 是
Non directional lightmap 是 是 是
Directional lightmap 是 是 是

Light Probes

功能 内置渲染管线 URP HDRP
Light Probes: Blending 是 是 是
Light Probes: Custom provided 是 是 是
Light Probes: Occlusion Probes 是 是 是
Light Probes: Proxy volumes (LLPV) 是 No

Deprecated
是

Adaptive Probe Volumes

功能 内置渲染管线 URP HDRP
Probe Volumes: Per pixel lighting 否 否 Yes

Experimental
Probe Volumes: Blending 否 否 Yes

Experimental
Probe Volumes: Touchup volumes 否 否 Yes

Experimental

Reflection Probes

功能 内置渲染管线 URP HDRP
Reflection Probes: Baked 是 是 是
Reflection Probes: Real-time 是 是 是
Reflection Probes: Real-time time sliced all faces at once 是 是 否
Reflection Probes: Real-time time sliced individual faces 是 是 是
Reflection Probes: On-demand API 是 是 是
Reflection Probes: Proxy volumes 否 否 是
Reflection Probes: Simple sampling Yes

Choose per-object how to sample reflection probes.
Yes

Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends.
No

See Reflection Hierarchy.
Reflection Probes: Blend probes sampling Yes

Choose per-object how to sample reflection probes.

Blend up to 2 reflection probes.
Yes

Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends.

If blending is enabled, URP always blends sky + 1 local probe, or 2 probes if there is no sky.
Yes

No blending limit. All reflections including planar blend between each other.
Reflection Probes: Blend probes and skybox sampling 是 是 Yes

See Reflection Hierarchy.
Reflection Probes: Distanced based roughness 否 否 是
Reflection Probes: Box Projection 是 是 是
Reflection Probes: Oriented Box Projection 否 否 是
Reflection Probes: Sphere Projection 是 否 是
Reflection Probes: Per probe resolution 是 否 是

Raytracing

功能 内置渲染管线 URP HDRP
Ray-traced Ambient Occlusion 否 否 Yes

Preview.
Ray-traced Contact Shadows 否 否 Yes

Preview.
Ray-traced Global Illumination 否 否 Yes

Preview.
Ray-traced Reflections 否 否 Yes

Preview.
Ray-traced Shadows 否 否 Yes

Preview.
Ray-traced Recursive Rendering 否 否 Yes

Preview.
AxF (automotive material) 否 否 Yes

Preview.
Terrain 否 否 Yes

Preview. Heightmap only. No support for terrain details and terrain trees. For vegetation on terrain, we recommend using mixed rendering modes for ray traced GI and reflections which allow to support foliage/vegetation & deformation, and for shadows using raster shadows.
VFX Graph particles 否 否 否
Windows 否 否 Yes

Preview. Requires DX12, and platforms with hardware supporting RTX.
Linux 否 否 否
PS5 否 否 Yes

Preview.
XBox Series 否 否 Yes

Preview.

Pathtracing

功能 内置渲染管线 URP HDRP
Lit (Pathtracing support) 否 否 Yes

Preview.
Hair (Pathtracing support) 否 否 Yes

Preview.
Eye (Pathtracing support) 否 否 否
Fabric (Pathtracing support) 否 否 Yes

Preview.
AxF (Pathtracing support) 否 否 Yes

Preview.
Decals (Pathtracing support) 否 否 否
Depth of field (Pathtracing support) 否 否 Yes

Preview.
Exponential Fog (Pathtracing support) 否 否 Yes

Preview.
Anisotropic fog (Pathtracing support) 否 否 Yes

Preview.
Local Volumetric fog (Pathtracing support) 否 否 否
HDRI sampling 否 否 Yes

Preview.
Denoiser 否 否 Yes

Preview. NVidia Optix™ AI accelerated denoiser or
Intel® Open Image Denoise.
Recorder integration 否 否 Yes

Preview.

Environment lighting

功能 内置渲染管线 URP HDRP
Skybox Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Gradient Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Color Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Real-time Ambient Mode Yes

By script.
Yes

By script.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Baked Ambient Mode Yes

By default
Yes

By default
Yes

Configure in Visual Environment Volume.

Uses the environment stored in Lighting > Environment settings.
Indirect Lighting Controller 否 否 是

Color

HDR

功能 内置渲染管线 URP HDRP
HDR rendering 是 是 是
HDR output 否 是 Yes

Use the HDROutputSettings API to configure HDR output options and HDRP’s tonemapping HDR options.
See HDRP HDR documentation for more information.

Color space

功能 内置渲染管线 URP HDRP
Linear Yes

Requires OpenGLES3.0
Yes

Requires OpenGLES3.0
是
Gamma 是 是 否

Camera

功能 内置渲染管线 URP HDRP
Multi display 是 是 是
Hardware Dynamic resolution 是 Yes

Limited platform support.
Yes

Limited platform support.
Software Dynamic resolution 否 否 是
Nvidia Deep learning super sampling (DLSS) 否 否 是
AMD FidelityFX™ Super Resolution 1.0 否 是 是
TAA upsampler 否 否 是
Mip bias 否 是 是
Compositing multiple cameras Yes

Use multiple cameras
Yes

Use Camera stacking
Yes

Use HDRP Compositor
Physical camera Yes

Affects field of view only
Yes

Affects field of view only
Yes

Affects field of view, exposure, bloom, and depth of field
Multi-sample anti-aliasing (MSAA) Yes

Forward rendering path only
Yes

Forward rendering path only
Yes

Forward rendering path only
Fast approximate anti-aliasing (FXAA) 是 是 是
Subpixel morphological anti-aliasing (SMAA) 是 是 是
Temporal anti-aliasing (TAA) Yes

Additional pass to render all object’s motion vectors. No support for transparents. 32-bits (float)
Yes

Additional pass to render all object’s motion vectors. No support for transparents. No custom motion vectors in ShaderGraph. Not compatible with Dynamic Resolution, MSAA or Camera Stacking. 16-bits (half).
Yes

Uses per-shader motion vectors and the stencil buffer to only render motion vectors where needed. Supports transparents. Allows custom motion vectors in shaders, for example using the ShaderGraph or Alembic packages. 32-bits (float).
Depth Texture 是 是 是
Depth + Normal Texture 是 Yes

Only active when using SSAO
是
Depth + Normal Texture (affected by decals) 否 否 Yes

Except if MSAA is enabled.
Color Texture 否 是 是
Motion Vectors 是 是 是

Shaders

Authoring worklfows

功能 内置渲染管线 URP HDRP
Material Variants 是 是 是
Shader Graph 是 是 是
ShaderLab 是 Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable).
Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable).
ShaderLab Command: UsePass 是 是 是
ShaderLab Command: GrabPass 是 No

Alternative: Scene color node in ShaderGraph / create a Renderer Feature
No

Alternative: Scene color node in ShaderGraph / create a Custom Pass
表面着色器 是 否 否
Diffusion Profiles 否 否 是

Prebuilt shaders

功能 内置渲染管线 URP HDRP
Camera-relative rendering 否 否 是
Material type: Metallic / Standard 是 是 是
Material type: Specular 是 是 是
Surface Type and Blend Mode: Opaque 是 是 是
Surface Type and Blend Mode: Faded (Alpha Blend) 是 是 Yes

Also supports premultiplied alpha.
Surface Type and Blend Mode: Transparent 是 是 是
Surface Type and Blend Mode: Cutout 是 是 是
Surface Type and Blend Mode: Additive 否 是 是
Surface Type and Blend Mode: Multiply 否 是 No

Not compatible with half res transparent optimization and offscreen UI blending.
Surface Type and Blend Mode: Translucence 否 否 Yes

Translucent Material Type in the Lit shaders
Surface Type and Blend Mode: Iridescence 否 否 Yes

Iridescent Material Type in the Lit shaders
Surface Inputs: Albedo (Base Map) 是 是 是
Surface Inputs: Specular 是 是 Yes

Base map when using Material Type Specular
Surface Inputs: Metallic 是 是 Yes

Stored in the R channel of the Mask Map.
Surface Inputs: Ambient Occlusion 是 是 Yes

Stored in the G channel of the Mask Map.
Surface Inputs: Smoothness 是 是 Yes

Stored in the A channel of the Mask Map.
Surface Inputs: Normal Map 是 是 是
Surface Inputs: Bent Normal Map 否 否 是
Surface Inputs: Detail Map 是 是 Yes

Albedo stored in the R channel of the Detail Map. Smoothness stored in the B channel.
Surface Inputs: Detail Normal Map 是 是 Yes

Y axis stored in the G channel of the Detail Map. X axis stored in the A channel.
Surface Inputs: Heightmap Yes

Pixel displacement only.
Yes

Pixel displacement only.
Yes

Pixel or vertex displacement.
Surface Inputs: Detail Mask 是 是 Yes

Stored in the B channel of the Mask Map.
Surface Inputs: Emissive Map 是 是 是
Surface Inputs: Transmission Mask 否 否 Yes

Also available in Shader Graph.
Surface Inputs: Specular Occlusion 否 否 是
Surface Inputs: Planar & Triplanar mapping No

Alternative: Use ShaderGraph Triplanar node
No

Alternative: Use ShaderGraph Triplanar node
是
Included Lighting models: ClearCoat 否 是 是
Included Lighting models: SubSurface Scattering 否 否 是
Included Lighting models: Anisotropy 否 否 是
Included Lighting models: Irridescence 否 否 是
Included Lighting models: Fabric 否 否 是
Included Lighting models: Eye 否 否 Yes

Eye caustics available in High quality mode.
Included Lighting models: Hair (Approximate) 否 否 Yes

Based on Kajiya Kay parametrization
Included Lighting models: Hair (Physical) 否 否 Yes

Based on Marshner-Disney parametrization.
Add custom Lighting model as a plugin 是 否 Yes

Pluggable Master Node (undocumented)
Features: Light Cookies Yes

Supports grayscale textures
Yes

Supports RGB textures
Yes

Supports RGB textures
Features: Parallax Mapping 是 是 是
Features: Light Distance Fade 否 否 是
Features: Shadow Distance Fade 是 是 Yes

Configure in Shadows Volume.
Features: Shadow Cascade Blending 否 否 是
Features: GPU Instancing 是 是 是
Features: Double Sided GI 是 否 是
Features: Two Sided 否 Yes

Configure with the RenderFace property.
Yes

Configure with the Double Side toggle.
Features: Material sorting priority 否 是 是
Features: Renderer sorting priority 否 No

Not exposed (use debug mode of the inspector).
是
Features: GPU Tesselation 否 否 Yes

Use the LitTesselation Shader.
Features: Specular Occlusion 否 否 Yes

Use only the ambient occlusion map, or both bent and ambient occlusion maps.
Features: Geometric Specular Anti-Aliasing 否 否 是
Features: Add precomputed velocity 否 否 Yes

Requires per vertex velocity information (eg: Alembic, or using ShaderGraph custom velocity option)

Shader Graph

功能 内置渲染管线 URP HDRP
Full screen master node 否 是 是
Custom post-processing 否 是 是
Custom render texture 是 是 是
Text Mesh Pro 否 是 否
Decals 否 是 是
Fog Volume 否 否 是
Terrain 否 否 否

World building

Environment

功能 内置渲染管线 URP HDRP
Terrain system: Physically Based Shader 否 是 是
Terrain system: Simple Lit (Blinn-Phong) Shader 是 否 否
Terrain system: Speed Tree Shader 是 是 Yes

SpeedTree 8 only.
Terrain system: Paint Trees 是 是 是
Terrain system: Vegetation 是 是 是
Terrain system: Terrain Details 是 是 是
Terrain system: number of Terrain Layers Yes

Unlimited
Yes

With height-based blending: 4
With alpha blending: unlimited
Yes

8
Terrain system: GPU Instanced Rendering 是 是 是
Terrain system: Terrain Holes 是 是 是
Water system: Physically Based Shader 否 否 是
Water system: Compute based wave simulation 否 否 是
Water system: CPU wave simulation for gameplay integration 否 否 是
Water system: Support for decals (eg: Foam) 否 否 是
Water system: Underwater Caustics 否 否 是
Water system: Under water rendering 否 否 是
Speedtree 8 是 Yes

Both Shader Graph and ShaderLab shaders available
Yes

Shader Graph shader only
Wind Zone 是 是 是

Sky

功能 内置渲染管线 URP HDRP
Procedural Skybox 是 是 No

This sky type is deprecated, but you can still use if if you install the Procedural Sky Sample.
6 sided Skybox 是 是 Yes

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
Cubemap 是 是 Yes

HDRI Sky supports cubemaps.
Panoramic 是 是 Yes

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
Physical Sky 否 否 是
Gradient Sky 否 否 是
Sky distortion 否 否 Yes

Procedural or Flowmap
Cloud layers 否 否 是

Volumetrics

功能 内置渲染管线 URP HDRP
Volumetric Clouds 否 否 是
Linear Fog Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
否
Exponential Fog Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
Yes

Configure with the Fog Override.
Exponential Squared Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
否
Local Volumetrics 否 否 是
3D Render texture for local volumetric fog 否 否 是
Volumetric Material (use ShaderGraph for local volumetric fog) 否 否 是
Fog Scattering & Atmospheric scattering 否 否 是

Visual effects

Post-processing

功能 内置渲染管线 URP HDRP
Feature support Yes

Uses separate package: Post-Processing V2
Yes

Uses integrated post-processing solution
Yes

Uses integrated post-processing solution
Per-project default effects 否 否 Yes

A default volume can be applied to the project using HDRP default settings.
Ambient Occlusion Yes

Supported types: Multi-scale ambient occlusion
Yes

Supported types: Screen Space Ambient Occlusion (Depth or normal)
Yes

Supported types: Screen Space Ground Truth Ambient Occlusion (Normal + temporal, tinted multi bounced, specular occlusion), Ray-traced ambient occlusion
Exposure Yes

Supported types: Fixed, Automatic
Yes

Supported types: Fixed
Yes

Supported types: Fixed, Automatic (Eye adaptation), Curve Mapping, Physical Camera settings and Histogram.
Bloom 是 是 是
Chromatic Aberration 是 是 是
Tonemapping (Neutral, ACES, Custom) 是 是 是
White balance 否 是 是
Color Channel Mixer 否 是 是
Color Adjustments 是 是 是
Color Curves 是 是 是
Lift, Gamma, Gain 是 是 是
Shadows, Midtones, Highlights 是 是 是
Split Toning 否 否 是
Depth of Field Yes

Supported types: Bokeh
Yes

Supported types: Bokeh and Gaussian
Yes

Supported types: Bokeh
Physical Depth of Field 否 否 是
Film Grain 是 是 是
Lens Distortion 是 是 是
Camera Motion Blur 是 是 是
Object Motion Blur 是 否 是
Screen Space Reflections 是 否 是
Screen Space Refractions 否 否 是
Vignette 是 是 是
Panini Projection 否 是 是
Screen Space Lens Flares 否 否 否
Custom post-processing 是 Yes

See Full Screen Pass Renderer Feature.
Yes

Either with script or ShaderGraph.

CPU Particles (Shuriken)

功能 内置渲染管线 URP HDRP
Feature support 是 是 Yes

GPU instancing is not supported. Distortion and flipbook blending can be done with Shader Graph. No standard particle shader available, but example particles ShaderGraph shaders can be found in the HDRP package samples.
Lit Particles 是 是 是
Simple lit particles Yes

Uses Blinn Phong.
是 是
Unlit particles 是 是 是
Soft Particles 是 是 Yes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Distortion 是 是 Yes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Flipbook blending 是 是 Yes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Trail 是 是 是
GPU Instancing 是 是 否

GPU Particles (VFX Graph)

功能 内置渲染管线 URP HDRP
Feature support 否 Yes

Compute capable hardware only. OpenGL ES not supported.
Yes

Compute capable hardware only.
Supported Shader graph shaders 否 Yes

VFX Shader Graph, Lit, Unlit, 2D Sprite Lit, 2D Custom Lit
Yes

VFX Shader Graph, Lit, Unlit, Hair, Fabric (no support for tessellation, nor decal)
Renders with 2D 否 Yes

3D particles and support for sorting layers and sprites. No support for 2D Physics, 2D sprites emitters, nor 2D Lights
否
Lit Particles 否 是 是
Simple lit particles 否 否 是
Unlit particles 否 是 是
Soft Particles 否 是 是
Distortion 否 否 是
Flipbook blending 否 Yes

Linear interpolation or flipbook motion vectors
Yes

Linear interpolation or flipbook motion vectors
Trail 否 Yes

Experimental
Yes

Experimental
Half-resolution 否 否 是
Decals 否 Yes

VFX Graph Forward decals (limited), no support for URP decals nor Shader Graph decals
Yes

VFX Forward decals (limited), HDRP Decals (no support for Shader Graph decals)
Camera Buffer 否 否 Yes

Depth collision, Color buffer
Instancing 否 是 是
Skinned Mesh Sampling 否 是 是
6-way lighting 否 否 是

Decals

功能 内置渲染管线 URP HDRP
Decals No

Suggested alternative: Projector component.
Yes

Projector decals (Forward + DBuffer) or Screen Space Decals (Deferred), no decal layers, no emissive decals
Yes

Projector decals (Forward & Deferred + DBuffer) or Mesh decals, support on transparents (Cluster decals), support decal layers, surface gradients, emissive decals
Decal layers 否 是 是

Other visual effects

功能 内置渲染管线 URP HDRP
Projector component 是 No

Use the Decal Renderer Feature instead.
No

Use the Decal Projector instead.
Line Renderer component 是 是 是
Trail Renderer component 是 Yes

You can also use VFX Graph to create a custom trail effect.
Yes

You can also use VFX Graph to create a custom trail effect.
Billboard Renderer component 是 是 No

Suggested alternative: Use VFX Graph.
Halo component 是 No

Suggested alternative: Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component.
No

Suggested alternative: Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component, or use a celestial body in a directional light.
Lens flares Yes

Use a Flare asset and either a Light component or a Lens Flare component.
Yes

Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component.
Yes

Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component.

2D and UI

2D

功能 内置渲染管线 URP HDRP
Sprite 是 是 否
Tilemap 是 是 否
Sprite Shape 是 是 否
Pixel-Perfect Yes

Using the “2D Pixel Perfect” package.
Yes

Using the “2D Pixel Perfect” package.
否
2D Lights 否 是 否
2D Shadows 否 是 否
VFX Graph 否 Yes

Supports 3D particles, sorting layers, ShaderGraph Sprite Lit and Custom Lit targets, Alpha Clipping with Shadergraph Sprite Lit, Unlit and Custom Lit targets.

Does not support 2D Physics, 2D sprites emitters, or 2D Lights.
否

UI

功能 内置渲染管线 URP HDRP
Screen Space - Overlay 是 是 是
Screen Space - Camera 是 是 是
World Space 是 是 Yes

Use the UI Camera stacking Custom pass for improved performance.
Text Mesh Pro 是 是 是

XR

功能 内置渲染管线 URP HDRP
Multipass 是 是 是
Single Pass (double-wide) 是 No

Deprecated
No

Deprecated
Single Pass Instanced 是 是 Yes

Windows and PSVR only
Multiview 是 是 否
AR Foundation 是 是 否

脚本

Render Pipeline Hooks

功能 内置渲染管线 URP HDRP
Camera.RenderWithShader 是 No

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: CustomPass with shader override
Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer) 是 否 No

Alternative: Custom Passes
Camera.Render 是 是 是
Light.AddCommandBuffer (LightRemove[All]CommandBuffer) 是 否 否
OnPreCull 是 No

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
否
OnPreRender 是 No

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
否
OnPostRender 是 否 否
OnRenderImage 是 No

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: Fullscreen CustomPass
OnRenderObject 是 Yes

RenderPipelineManager.endCameraRendering or
ScriptableRenderPass API
No

RenderPipelineManager.endCameraRendering or
Custom Pass
OnWillRenderObject 是 是 是
OnBecameVisible 是 是 是
OnBecameInvisible 是 是 是
Camera Replacement Material 否 No

Suggested alternative: use Render Feature to replace materials per-Pass.
No

Suggested alternative: Custom Pass with material override
RenderPipeline.BeginFrameRendering 否 是 是
RenderPipeline.EndFrameRendering 否 是 是
RenderPipeline.BeginCameraRendering 否 是 是
RenderPIpeline.EndCameraRendering 否 是 是
UniversalRenderPipeline.RenderSingleCamera 否 是 否
ScriptableRenderPass 否 Yes

This is similar to the CustomPass feature in HDRP.
否
Custom Renderers 否 是 否
CustomPass 否 否 Yes

This is similar to the ScriptableRenderPass feature in URP.
Custom Post Process Pass 否 否 是
Arbitrary Output Variables (AOV) API 否 否 是
Recording API 否 否 是

Optimizations

功能 内置渲染管线 URP HDRP
Batching By Shader 否 是 是
Batching By Material 是 是 是
Batching by Material Property Blocks 是 Yes

Batched separately from the SRP Batcher
Yes

Batched separately from the SRP Batcher
Dynamic batching (without SRP Batcher) 是 是 是
Real-time batching with SRP Batcher 否 Yes

Requires OpenGLES 3.1. On unsupported graphics APIs, falls back to Dynamic Batching.
是
Dynamic Shadows Batching 是 No

Deprecated.
是
GPU Instancing 是 是 Yes

Disabled by default when SRP Batcher is enabled.
Render Graph 否 否 是
Dynamic Render Pass Culling 否 否 Yes

Disabled by default.

Debug

功能 内置渲染管线 URP HDRP
Scene View Modes 是 Yes

Except mipmap view
是
Volume Explorer 否 否 是
Rendering debugger 否 是 是
Runtime GPU profiler 否 是 是
Probe volume debugger 否 否 Yes

Experimental
Color Monitors No

Use post processing stack v2
否 Yes

Waveform, Parade, Vectorscope
渲染管线简介
How to get, set, and configure the active render pipeline