您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
31 KiB
31 KiB
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 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) Yes (Particles Simple Lit) Yes (Particles Unlit) |
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 |