Version: 2021.3
言語: 日本語
レンダーパイプラインの概要
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

機能 ビルトインレンダーパイプライン URP HDRP
Windows はい はい はい
MacOS はい はい はい
Linux はい はい はい
XBox One はい はい はい
XBox Series はい はい はい
PlayStation 4 はい はい はい
PlayStation 5 はい はい はい
Stadia はい はい はい
Nintendo Switch はい はい いいえ
iOS はい はい いいえ
Android はい はい いいえ
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
いいえ
Hololens はい はい いいえ
WebGL はい はい いいえ

Lighting

Lights

機能 ビルトインレンダーパイプライン URP HDRP
Directional はい はい はい
Spot Yes

Supported shapes: Cone
Yes

Supported shapes: Cone
Yes

Supported shapes: Cone, Pyramid, Box
Point はい はい はい
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 いいえ はい はい
Shading technique Yes

Multiple passes
Yes

Single pass only
Yes

Hybrid tile and cluster
Culling Per Object はい はい いいえ
Culling Per Tile いいえ いいえ はい
Culling Per Layer Yes

Based on GameObject layers
Yes

Based on dedicated Light layers
Yes

Based on dedicated Light layers
Multiple directional lights はい 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 無制限 In Deferred: unlimited.

In Forward: 4 for GLES2, 8 for all other graphics APIs.
無制限
Number of real-time lights per Camera 無制限 On mobile platforms: 32.

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 はい はい いいえ
SH Lights はい いいえ いいえ
Light Cookies Yes

Only shape, no color (Alpha channel).
Yes

Colored cookie (RGB)
Yes

Colored cookie (RGB)
IES Lights いいえ いいえ はい
Light Distance Fade いいえ いいえ はい
Physical light units いいえ いいえ はい

影の設定

機能 ビルトインレンダーパイプライン URP HDRP
Directional Light Shadows はい はい はい
Multiple Directional Light Shadows はい いいえ いいえ
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 いいえ いいえ はい
Spot Light Shadows はい はい はい
Point Light Shadows はい はい はい
Area Light Shadows いいえ いいえ Yes

Only for rectangle shape
Stable Fit Shadow Projection はい はい はい
Close Fit Shadow Projection はい いいえ No

No support for orthographic projection. Use wide field of view to emulate.
Shadow Lighting Pass はい はい はい
Shadow Screen Space Pass はい はい はい
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) いいえ 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) いいえ いいえ Yes

For Point and Spot lights in “High” quality settings, and for Directional lights in “High” quality settings.
EVSM filtering (Exponential Variance Shadow Mapping) いいえ いいえ Yes

For area lights only in all quality settings.
Shadow update modes いいえ いいえ 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 いいえ いいえ はい
Directional light shadow caching いいえ いいえ はい
Punctual and Area lights shadow caching いいえ いいえ はい
Dynamic Shadow Casters いいえ いいえ はい
Static Shadow Casters いいえ いいえ はい
Contact Shadows いいえ いいえ はい
Micro Shadows いいえ いいえ はい
Shadow Cascade Volume Controller いいえ いいえ はい
Shadow Distance Fade はい はい 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.
Shadow matte いいえ いいえ はい
Shadow Layers いいえ いいえ はい

Global Illumination

機能 ビルトインレンダーパイプライン URP HDRP
Baked Global Illumination: Progressive CPU Lightmapper はい はい はい
Baked Global Illumination: Progressive GPU Lightmapper はい はい はい
Baked Global Illumination: Enlighten Lightmapper はい Yes

Deprecated
いいえ
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 はい はい はい
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 いいえ いいえ はい
Screen Space Reflections はい いいえ はい
Planar Reflections いいえ いいえ はい
Raytraced Reflections いいえ いいえ はい
Screen Space Refractions いいえ いいえ はい
Non directional lightmap はい はい はい
Directional lightmap はい はい はい

Light Probes

機能 ビルトインレンダーパイプライン URP HDRP
Light Probes: Blending はい はい はい
Light Probes: Custom provided はい はい はい
Light Probes: Occlusion Probes はい はい はい
Light Probes: Proxy volumes (LLPV) はい No

Deprecated
はい
Light Probes: Probe Volumes いいえ いいえ Yes

Experimental

Reflection Probes

機能 ビルトインレンダーパイプライン URP HDRP
Reflection Probes: Baked はい はい はい
Reflection Probes: Real-time はい はい はい
Reflection Probes: Real-time time sliced all faces at once はい はい いいえ
Reflection Probes: Real-time time sliced individual faces はい はい いいえ
Reflection Probes: On-demand API はい はい はい
Reflection Probes: Proxy volumes いいえ いいえ はい
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.
いいえ
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 はい はい はい
Reflection Probes: Box Projection はい はい はい
Reflection Probes: Sphere Projection はい いいえ はい

Raytracing

機能 ビルトインレンダーパイプライン URP HDRP
Ray-traced Ambient Occlusion いいえ いいえ はい
Ray-traced Contact Shadows いいえ いいえ はい
Ray-traced Global Illumination いいえ いいえ はい
Ray-traced Reflections いいえ いいえ はい
Ray-traced Shadows いいえ いいえ はい
Ray-traced Recursive Rendering いいえ いいえ はい
AxF (automotive material) いいえ いいえ はい
Terrain いいえ いいえ いいえ
VFX Graph particles いいえ いいえ いいえ
Windows いいえ いいえ Yes

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

Preview
XBox Series いいえ いいえ いいえ

Pathtracing

機能 ビルトインレンダーパイプライン URP HDRP
Lit (Pathtracing support) いいえ いいえ はい
Hair (Pathtracing support) いいえ いいえ はい
Fabric (Pathtracing support) いいえ いいえ はい
AxF (Pathtracing support) いいえ いいえ はい
Decals (Pathtracing support) いいえ いいえ いいえ
Depth of field (Pathtracing support) いいえ いいえ Yes

Preview
Exponential Fog (Pathtracing support) いいえ いいえ Yes

Preview
Anisotropic fog (Pathtracing support) いいえ いいえ Yes

Preview
Recorder integration いいえ いいえ Yes

Preview

Environment lighting

機能 ビルトインレンダーパイプライン URP HDRP
Skybox Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Configure in Visual Environment Volume. Choose from HDRI sky, physical sky or custom sky.
Gradient Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Configure in Visual Environment Volume.
Color (色) Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
No

Alternative: use Gradient sky.
Real-time Ambient Mode Yes

By script.
Yes

By script.
Yes

Configure in Visual Environment Volume.
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 いいえ いいえ はい

Color

HDR

機能 ビルトインレンダーパイプライン URP HDRP
HDR rendering はい はい はい
HDR output いいえ いいえ いいえ

Color space

機能 ビルトインレンダーパイプライン URP HDRP
Linear Yes

Requires OpenGLES3.0
Yes

Requires OpenGLES3.0
はい
Gamma はい はい いいえ

カメラ

機能 ビルトインレンダーパイプライン URP HDRP
Multi display はい はい はい
Hardware Dynamic resolution はい Yes

Limited platform support.
Yes

Limited platform support.
Software Dynamic resolution いいえ いいえ はい
NVidia DLSS temporal upsampling いいえ いいえ はい
AMD Fidelity FX upsampling いいえ いいえ はい
TAA upsampler いいえ いいえ はい
Mip bias いいえ いいえ はい
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) はい はい はい
Subpixel morphological anti-aliasing (SMAA) はい はい はい
Temporal anti-aliasing (TAA) はい いいえ はい
Depth Texture はい はい はい
Depth + Normal Texture はい Yes

Only active when using SSAO
はい
Depth + Normal Texture (affected by decals) いいえ いいえ はい
Color Texture いいえ はい はい
Motion Vectors はい はい はい

Shaders

Authoring worklfows

機能 ビルトインレンダーパイプライン URP HDRP
Shader Graph はい はい はい
ShaderLab はい Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended.
Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended.
サーフェスシェーダー はい いいえ いいえ

Prebuilt shaders

機能 ビルトインレンダーパイプライン URP HDRP
Camera-relative rendering いいえ いいえ はい
Material type: Metallic / Standard はい はい はい
Material type: Specular はい はい はい
Surface Type and Blend Mode: Opaque はい はい はい
Surface Type and Blend Mode: Faded (Alpha Blend) はい はい Yes

Also supports premultiplied alpha.
Surface Type and Blend Mode: Transparent はい はい はい
Surface Type and Blend Mode: Cutout はい はい はい
Surface Type and Blend Mode: Additive いいえ はい はい
Surface Type and Blend Mode: Multiply いいえ はい No

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

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

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

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

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

Stored in the A channel of the Mask Map.
Surface Inputs: Normal Map はい はい はい
Surface Inputs: Bent Normal Map いいえ いいえ はい
Surface Inputs: Detail Map はい はい Yes

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

Stored in the B channel of the Mask Map.
Surface Inputs: Emissive Map はい はい はい
Included Lighting models: ClearCoat いいえ はい はい
Included Lighting models: SubSurface Scattering いいえ いいえ はい
Included Lighting models: Anisotropy いいえ いいえ はい
Included Lighting models: Irridescence いいえ いいえ はい
Included Lighting models: Fabric いいえ いいえ はい
Included Lighting models: Eye いいえ いいえ はい
Included Lighting models: Hair (Approximate) いいえ いいえ Yes

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

Based on Marshner-Disney parametrization.
Add custom Lighting model as a plugin はい いいえ Yes

Pluggable Master Node (experimental, undocumented)
Features: Light Cookies Yes

Supports grayscale textures
Yes

Supports RGB textures
Yes

Supports RGB textures
Features: Parallax Mapping はい はい はい
Features: Light Distance Fade いいえ いいえ はい
Features: Shadow Distance Fade はい はい Yes

Configure in Shadows Volume.
Features: Shadow Cascade Blending いいえ いいえ はい
Features: GPU Instancing はい はい はい
Features: Double Sided GI はい いいえ はい
Features: Two Sided いいえ Yes

Configure with the RenderFace property.
Yes

Configure with the Double Side toggle.
Features: Material sorting priority いいえ はい はい
Features: Renderer sorting priority いいえ No

Not exposed (use debug mode of the inspector).
はい
Features: GPU Tesselation いいえ いいえ Yes

Use the LitTesselation Shader.
Features: Specular Occlusion いいえ いいえ Yes

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

Requires per vertex velocity information (eg: Alembic)

Shader Graph

機能 ビルトインレンダーパイプライン URP HDRP
Full screen master node いいえ いいえ いいえ
Custom post-processing いいえ いいえ いいえ
Custom render texture いいえ いいえ いいえ
Text Mesh Pro いいえ はい はい
Decals いいえ はい はい
Terrain いいえ いいえ いいえ

World building

Environment (環境)

機能 ビルトインレンダーパイプライン URP HDRP
Terrain system: Physically Based Shader いいえ はい はい
Terrain system: Simple Lit (Blinn-Phong) Shader はい いいえ いいえ
Terrain system: Speed Tree Shader はい はい はい
Terrain system: Paint Trees はい はい はい
Terrain system: Vegetation はい はい はい
Terrain system: Terrain Details はい はい はい
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 はい はい はい
Terrain system: Terrain Holes はい はい はい
Speedtree 8 はい Yes

Both Shader Graph and ShaderLab shaders available
Yes

Shader Graph shader only
Wind Zone はい はい はい

Sky

機能 ビルトインレンダーパイプライン URP HDRP
Procedural Skybox はい はい No

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

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

HDRI Sky supports cubemaps.
Panoramic はい はい Yes

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
Physical Sky いいえ いいえ はい
Gradient Sky いいえ いいえ はい
Sky distortion いいえ いいえ はい
Cloud layers いいえ いいえ はい

Volumetrics

機能 ビルトインレンダーパイプライン URP HDRP
Volumetric Clouds いいえ いいえ はい
Linear Fog Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
いいえ
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.
いいえ
Local Volumetrics いいえ いいえ はい
3D Render texture in density volume いいえ いいえ はい
Fog Scattering & Atmospheric scattering いいえ いいえ はい

Visual effects

Post-processing

機能 ビルトインレンダーパイプライン 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 いいえ いいえ 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
Bloom はい はい はい
Chromatic Aberration はい はい はい
Tonemapping (Neutral, ACES, Custom) はい はい はい
White balance いいえ はい はい
Color Channel Mixer いいえ はい はい
Color Adjustments はい はい はい
Color Curves はい はい はい
Lift, Gamma, Gain はい はい はい
Shadows, Midtones, Highlights はい はい はい
Split Toning いいえ いいえ はい
Depth of Field Yes

Supported types: Bokeh
Yes

Supported types: Bokeh and Gaussian
Yes

Supported types: Bokeh
Physical Depth of Field いいえ いいえ はい
Film Grain はい はい はい
Lens Distortion はい はい はい
Camera Motion Blur はい はい はい
Object Motion Blur はい いいえ はい
Screen Space Reflections はい いいえ はい
Screen Space Refractions いいえ いいえ はい
Vignette はい はい はい
Panini Projection いいえ はい はい
Custom post-processing はい No

Suggested alternative approach: Renderer Features
はい

CPU Particles (Shuriken)

機能 ビルトインレンダーパイプライン URP HDRP
Feature support はい はい 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 はい はい はい
Simple lit particles Yes

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

Available via Shader Graph. For examples, see the particles system shader samples in the HDRP package sample.
Distortion はい はい Yes

Available via Shader Graph. For examples, see the particles system shader samples in the HDRP package sample.
Flipbook blending はい はい Yes

Available via Shader Graph. For examples, see the particles system shader samples in the HDRP package sample.
Trail はい はい はい
GPU Instancing はい はい いいえ

GPU Particles (VFX Graph)

機能 ビルトインレンダーパイプライン URP HDRP
Feature support いいえ Yes

Compute capable hardware only. OpenGL ES not supported.
Yes

Compute capable hardware only.
Supported Shader graph shaders いいえ Yes

VFX Shader Graph, Lit, Unlit
Yes

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

3D particles and support for sorting layers. No support for 2D Physics, 2D sprites emitters, 2D sprite masks, nor 2D Lights
いいえ
Lit Particles いいえ はい はい
Simple lit particles いいえ いいえ はい
Unlit particles いいえ はい はい
Soft Particles いいえ はい はい
Distortion いいえ いいえ はい
Flipbook blending いいえ Yes

Linear interpolation or flipbook motion vectors
Yes

Linear interpolation or flipbook motion vectors
Trail いいえ Yes

Experimental
Yes

Experimental
Half-resolution いいえ いいえ はい
Decals いいえ 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 いいえ いいえ Yes

Depth collision, Color buffer
Instancing いいえ いいえ いいえ

Decals

機能 ビルトインレンダーパイプライン 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 いいえ いいえ はい

Other visual effects

機能 ビルトインレンダーパイプライン URP HDRP
Projector component はい No

Use the Decal Renderer Feature instead.
No

Use the Decal Projector instead.
Line Renderer component はい はい はい
Trail Renderer component はい 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 はい はい No

Suggested alternative: Use VFX Graph.
Halo component はい 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

機能 ビルトインレンダーパイプライン URP HDRP
Sprite はい はい いいえ
Tilemap はい はい いいえ
Sprite Shape はい はい いいえ
Pixel-Perfect Yes

Using the “2D Pixel Perfect” package.
Yes

Using the “2D Pixel Perfect” package.
いいえ
2D Lights いいえ はい いいえ
2D Shadows いいえ はい いいえ
VFX Graph いいえ Yes

Supports 3D particles and sorting layers.

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

UI

機能 ビルトインレンダーパイプライン URP HDRP
Screen Space - Overlay はい はい はい
Screen Space - Camera はい はい はい
World Space はい はい はい
Text Mesh Pro はい はい はい

XR

機能 ビルトインレンダーパイプライン URP HDRP
Multipass はい はい はい
Single Pass (double-wide) はい No

Deprecated
No

Deprecated
Single Pass Instanced はい はい Yes

Windows and PSVR only
Multiview はい はい いいえ
AR Foundation はい はい いいえ

スクリプト

Render Pipeline Hooks

機能 ビルトインレンダーパイプライン URP HDRP
Camera.RenderWithShader はい No

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: CustomPass with material override
Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer) はい いいえ No

Alternative: Custom Passes
Camera.Render はい はい はい
Light.AddCommandBuffer (LightRemove[All]CommandBuffer) はい いいえ いいえ
OnPreCull はい No

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
いいえ
OnPreRender はい No

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
いいえ
OnPostRender はい いいえ いいえ
OnRenderImage はい No

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: Fullscreen CustomPass
OnRenderObject はい Yes

RenderPipelineManager.endCameraRendering or
ScriptableRenderPass API
No

RenderPipelineManager.endCameraRendering or
Custom Pass
OnWillRenderObject はい はい はい
OnBecameVisible はい はい はい
OnBecameInvisible はい はい はい
Camera Replacement Material いいえ No

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

Suggested alternative: Custom Pass with material override
RenderPipeline.BeginFrameRendering いいえ はい はい
RenderPipeline.EndFrameRendering いいえ はい はい
RenderPipeline.BeginCameraRendering いいえ はい はい
RenderPIpeline.EndCameraRendering いいえ はい はい
UniversalRenderPipeline.RenderSingleCamera いいえ はい いいえ
ScriptableRenderPass いいえ Yes

This is similar to the CustomPass feature in HDRP.
いいえ
Custom Renderers いいえ はい いいえ
CustomPass いいえ いいえ Yes

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

Optimizations

機能 ビルトインレンダーパイプライン URP HDRP
Batching By Shader いいえ はい はい
Batching By Material はい はい はい
Batching by Material Property Blocks はい Yes

Batched separately from the SRP Batcher
Yes

Batched separately from the SRP Batcher
Dynamic batching (without SRP Batcher) はい はい はい
Real-time batching with SRP Batcher いいえ Yes

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

Deprecated.
はい
GPU Instancing はい はい Yes

Disabled by default when SRP Batcher is enabled.
Render Graph いいえ いいえ はい
Dynamic Render Pass Culling いいえ いいえ Yes

Disabled by default.

Debug

機能 ビルトインレンダーパイプライン URP HDRP
Scene View Modes はい Yes

Except mipmap view
はい
Volume Explorer いいえ いいえ はい
Rendering debugger いいえ はい はい
レンダーパイプラインの概要
How to get, set, and configure the active render pipeline