# Feature comparison table This table provides an overview of the current features supported in the Universal Render Pipeline (UniversalRP), compared to the Unity Built-in render pipeline. **Note:** If a feature is marked __In research__, the UniversalRP team is still researching how and when to implement the feature. If a feature is marked as __Not supported__, it's because Unity is not planning to support it in any release. | Feature | Unity Built-in render pipeline | Universal Render Pipeline | | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | | ***Camera*** | | | | HDR | Yes | Yes | | MSAA | Yes | Yes | | Physical Camera | Yes | Yes | | Dynamic Resolution | Yes | Yes | | Multi Display | Yes | Yes | | Stacking | Yes | In research | | Flare Layer | Yes | Not supported | | Depth Texture | Yes | Yes | | Depth + Normals Texture | Yes | Not supported | | Color Texture | Not supported | Yes | | Motion vectors | Yes | In research | | ***Realtime Lights*** | | | | *Light Types*
Directional
Spot
Point
Area |
Yes
Yes
Yes
Not supported |
Yes
Yes
Yes
Not supported | | Inner Spot Angle | Not supported | In research | | Shading | Multiple Passes | Single Pass | | *Culling*
Per-Object
Per-Layer |
Yes
Yes |
Yes
Yes | | *Light Limits*
Directional Lights
Per Object
Per Camera |
Unlimited
Unlimited
Unlimited |
1
8 (4 for GLES2)
256 (32 on mobile platforms) | | Attenuation | Legacy | InverseSquared | | Vertex LIghts | Yes | Yes | | SH Lights | Yes | In research | | ***Realtime Shadows*** | | | | *Light Types*
Directional
Spot
Point
Area |
Yes
Yes
Yes
Not supported |
Yes
Yes
In research
Not supported | | *Shadow Projection*
Stable Fit
Close Fit |
Yes
Yes |
Yes
In research | | *Shadow Cascades*
Number of Cascades
Control by Percentage
Control by Distance |
1, 2 or 4
Yes
Not supported |
1, 2 or 4
Yes
In research | | *Shadow Resolve Type*
Lighting Pass
Screen Space Pass |
Yes
Yes |
Yes
Yes | | Shadow Bias | Constant clip space offset + normal bias | Offsets shadowmap texels in the light direction + normal bias. This gives better shadow bias control. | | ***Batching*** | | | | Static Batching (By Shader) | Not supported | Yes | | Static Batching (By Material) | Yes | Yes | | Dynamic Batching | Yes | Yes | | Dynamic Batching (Shadows) | Yes | In research | | GPU Instancing | Yes | Yes | | ***Color Space*** | | | | Linear | Yes | Yes | | Gamma | Yes | Yes | | ***Global Illumination (Backing Back End)*** | | | | Enlighten | Yes | Yes | | Enlighten Realtime | Yes | Not supported | | Progressive CPU | Yes | Yes | | Progressive GPU | Yes | Yes | | ***Mixed Lighting*** | | | | Subtractive | Yes | Yes | | Baked Indirect | Yes | Yes | | Shadow Mask | Yes | In research | | Distance Shadow Mask | Yes | In research | | ***Global Illumination (Light Probes)*** | | | | Blending | Yes | Yes | | Proxy Volume (LPPV) | Yes | In research | | Custom Provided | Yes | Yes | | Occlusion Probes | Yes | Yes | | ***Global Illumination (Reflection Probes)*** | | | | Realtime | Yes | Yes | | Baked | Yes | Yes | | *Sampling*
Simple
Blend Probes
Blend Probes and Skybox |
Yes
Yes
Yes |
Yes
In research
In research | | Blox Projection | Yes | In research | | ***Global Illumination (Lightmap Modes)*** | | | | Non-Directional | Yes | Yes | | Directional | Yes | Yes | | ***Global Illumination (Environmental)*** | | | | *Source*
Skybox
Gradient
Color |
Yes
Yes
Yes |
Yes
Yes
Yes | | *Ambient Mode*
Realtime
Baked |
Yes
Yes |
In research
Yes | | ***Skybox*** | | | | Procedural | Yes | Yes | | 6 Sided | Yes | Yes | | Cubemap | Yes | Yes | | Panoramic | Yes | Yes | | ***Fog*** | | | | Linear | Yes | Yes | | Exponential | Yes | Yes | | Exponential Squared | Yes | Yes | | ***Visual Effects Components*** | | | | Halo | Yes | Not supported | | Lens Flare | Yes | Not supported | | Trail Renderer | Yes | Yes | | Billboard Renderer | Yes | Yes | | Projector | Yes | Not supported | | ***Shaders (General)*** | | | | Shader Graph | Not supported | Yes | | Surface Shaders | Yes | Not supported | | Camera-relative Rendering | Not supported | In research | | *Built-in Lit Uber Shader*
Metallic Workflow
Specular Workflow |
Yes
Yes | Called [Lit Shader](lit-shader.md)
Yes
Yes | | *Surface Type and Blend Mode*
Opaque
Faded (Alpha Blend)
Transparent
Cutout
Additive
Multiply |
Yes
Yes
Yes
Yes
Not supported
Not supported |
Yes
Yes
Yes
Yes
Yes
Yes | | *Surface Inputs*
Albedo (Base Map)
Specular
Metallic
Smoothness
Ambient Occlusion
Normal Map
Detail Map
Detail Normal Map
Heightmap |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Not supported
Not supported
Not supported | | Light Cookies | Yes | In research | | Parallax Mapping | Yes | Not supported | | Light Distance Fade | Not supported | In research | | Shadow Distance Fade | Yes | In research | | Shadow Cascade Blending | Not supported | In research | | GPU Instancing | Yes | Yes | | Double Sided GI | Yes | Yes | | Two Sided | Not supported | Yes | | Order In Layer | Not supported | Yes | | ***Render Pipeline Hooks*** | | | | Camera.RenderWithShader | Yes | Not supported | | Camera.AddCommandBuffer*
(Camera.Remove[All]CommandBuffer*) | Yes | Not supported | | Camera.Render | Yes | Not supported | | Light.AddCommandBuffer*
(LightRemove[All]CommandBuffer*) | Yes | Not supported | | OnPreCull | Yes | Not supported | | OnPreRender | Yes | Not supported | | OnPostRender | Yes | Not supported | | OnRenderImage | Yes | Not supported | | OnRenderObject | Yes | Not supported | | OnWillRenderObject | Yes | Yes | | OnBecameVisible | Yes | Yes | | OnBecameInvisible | Yes | Yes | | Camera Replacement Material | Not supported | In research | | RenderPipeline.BeginFrameRendering | Not supported | Yes | | RenderPipeline.EndFrameRendering | Not supported | Yes | | RenderPipeline.BeginCameraRendering | Not supported | Yes | | RenderPIpeline.EndCameraRendering | Not supported | Yes | | UniversalRenderPipeline.RenderSingleCamera | Not supported | Yes | | ScriptableRenderPass | Not supported | Yes | | Custom Renderers | Not supported | Yes | | ***Post-processing*** | | | | Ambient Occlusion (MSVO) | Yes | In research | | Auto Exposure | Yes | Yes | | Bloom | Yes | Yes | | Chromatic Aberration | Yes | Yes | | Color Grading | Yes | Yes | | Depth of Field | Yes | Yes | | Grain | Yes | Yes | | Lens Distortion | Yes | Yes | | Motion Blur | Yes | In research | | Screen Space Reflections | Yes | Not supported | | Vignette | Yes | Yes | | ***Particles*** | | | | VFX Graph (GPU) | Not supported | Yes | | Particles System (CPU) | Yes | Yes | | *Shaders*
Physically Based
Simple LIghting (Blinn Phong)
Unlit |
Yes
Yes
Yes |
Yes ([Particles Lit](particles-lit-shader.md))
Yes ([Particles Simple Lit](particles-simple-lit-shader.md))
Yes ([Particles Unlit](particles-unlit-shader.md)) | | Soft Particles | Yes | Yes | | Distortion | Yes | Yes | | Flipbook Blending | Yes | Yes | | ***Terrain*** | | | | *Shaders*
Physically Based
Simple Lighting (Blinn-Phong)
Unlit
Speed Tree
Vegetation
Detail |
Yes
Yes
Not supported
Yes
Yes
Yes |
Yes
In research
In research
Yes
Yes
Yes | | Wind Zone | Yes | Yes | | Number of Layers | Unlimited | 4 | | GPU Patch Generation | Yes | Yes | | Surface Mask | Not supported | In research | | ***2D*** | | | | Sprite | Yes | Yes | | Tilemap | Yes | Yes | | Sprite Shape | Yes | Yes | | Pixel-Perfect | Yes | In research | | 2D Shape LIghts | Not supported | In research | | 2D Point Lights with Normal Map | Not supported | In research | | 2D Point Lights with Shades | Not supported | In research | | ***UI (Canvas Renderer)*** | | | | Screen Space - Overlay | Yes | Yes | | Screen Space - Camera | Yes | In research | | World Space | Yes | Yes | | Text Mesh Pro | Yes | Yes | | ***VR*** | | | | Mutipass | Yes | In research | | Single Pass | Yes | Yes | | Single Pass Instanced | Yes | Yes | | *Post-processing*
Oculus Rift
OpenVR
Steam VR
PSVR
WMR
GearVR
Cardboard
Oculus Go
Daydream |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
In research
In research
In research
In research | | ***AR*** | | | | AR Toolkit | Yes | Yes | | ***Debug*** | | | | Scene view modes | Yes | In research |