各レンダリングパイプラインごとの機能面の相違
| 機能 | Built-in RP | URP | HDRP | 注意事項 |
|---|---|---|---|---|
| 0.8.5-preview現在 | ||||
| 1. Modes | ||||
| Standard | OK | OK | OK | |
| With Advanced Control Map | OK | OK | OK | |
| 2. Shader Settings | ||||
| Culling | OK | OK | OK | |
| Stencil | OK | OK | 利用できません | |
| Stencil Value | OK | OK | 利用できません | |
| 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 | ||||
| 以下の各カラーに対する、ライトカラーの影響の有効/無効: Base Color,1st Shading Color, 2nd Shading Color, Highlight, Rim Light, Inverted Light Direction Rim Light, MatCap, Angel Ring,Outline |
OK | OK | OK | |
| 11. Metaverse Settings | ||||
| Metaverse Light | OK | OK | 利用できません | |
| Metaverse Light Intensity | OK | OK | 利用できません | |
| Metaverse Light Direction | OK | OK | 利用できません | |
| 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 | 利用できません | 利用できません | |
| Tessellation Settings (HDRP) | 利用できません | 利用できません | DX11/Vulkan/Metal | |
| 14. EV Adjustment | ||||
| EV Adjustment in high intensity light scenes | 利用できません | 利用できません | OK | |
| 15. Render pipeline built-in ray-traced shadows | ||||
| レンダーパイプラインでのDXRシャドウのサポート | 利用できません | 利用できません | OK | |
| 16. Box Light | ||||
| ディレクショナルライトとの置き換え | 利用できません | 利用できません | OK | 複数のディレクショナルライトが同時に影を落とせない制約を回避するために使用します。 |