Unity3D:Render pipeline feature comparison

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Render pipeline feature comparison

本页包含有关内置渲染管线、通用渲染管线 (URP) 和高清渲染管线 (HDRP) 中的功能支持的信息。它还包含某些功能的建议替代方案。

为便于参考,功能分为以下几类:

  • Platform Support
  • Lighting
  • Color
  • Camera
  • Shaders
  • World building
  • Visual effects
  • 2D and UI
  • XR
  • Scripting
  • Optimizations
  • Debug

Platform Support

功能内置渲染管线URPHDRP
Windows
MacOS
Linux
XBox One
XBox Series
PlayStation 4
PlayStation 5
Stadia
Nintendo Switch
iOS
Android
Desktop VRYes

Oculus Rift, PSVR, SteamVR, WMR
Yes

Oculus Rift, PSVR, Steam VR, WMR
Yes

Oculus Rift, PSVR, Steam VR, WMR
Mobile VRYes

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

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

光照

Lights

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Directional
SpotYes

Supported shapes: Cone
Yes

Supported shapes: Cone
Yes

Supported shapes: Cone, Pyramid, Box
Point
AreaYes

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
Shading techniqueYes

Multiple passes
Yes

Single pass only
Yes

Hybrid tile and cluster
Culling Per Object
Culling Per Tile
Culling Per LayerYes

Based on GameObject layers
Yes

Based on dedicated Light layers
Yes

Based on dedicated Light layers
Multiple directional lightsYes

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 objectUnlimitedIn Deferred: unlimited.

In Forward: 4 for GLES2, 8 for all other graphics APIs.
Unlimited
Number of real-time lights per CameraUnlimitedOn 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 typeYes

Legacy
Yes

InverseSquared
Yes

InverseSquared
Vertex Lights
SH Lights
Light CookiesYes

Only shape, no color (Alpha channel).
Yes

Colored cookie (RGB)
Yes

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

Shadows

功能内置渲染管线URPHDRP
Directional Light Shadows
Multiple Directional Light Shadows
Directional Light Cascade ShadowsYes

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
Spot Light Shadows
Point Light Shadows
Area Light ShadowsYes

Only for rectangle shape
Stable Fit Shadow Projection
Close Fit Shadow ProjectionNo

No support for orthographic projection. Use wide field of view to emulate.
Shadow Lighting Pass
Shadow Screen Space Pass
Shadow biasYes

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)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)Yes

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

For area lights only in all quality settings.
Shadow update modesYes

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

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
Directional light shadow caching
Punctual and Area lights shadow caching
Dynamic Shadow Casters
Static Shadow Casters
Contact Shadows
Micro Shadows
Shadow Cascade Volume Controller
Shadow Distance FadeYes

Configure in Shadows Volume.
Shadow MaskYes

Configure per scene.
Yes

Configure per scene.
Yes

Configure per Light.
Distance Shadow MaskYes

Configure per scene.
Yes

Forward Rendering Path only.
Yes

Configure per Light.
Shadow matte
Shadow Layers

Global Illumination

功能内置渲染管线URPHDRP
Baked Global Illumination: Progressive CPU Lightmapper
Baked Global Illumination: Progressive GPU Lightmapper
Baked Global Illumination: Enlighten LightmapperYes

Deprecated
Baked Global Illumination: Mixed Lighting modesYes

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
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
Screen Space Reflections
Planar Reflections
Raytraced Reflections
Screen Space Refractions
Non directional lightmap
Directional lightmap

Light Probes

功能内置渲染管线URPHDRP
Light Probes: Blending
Light Probes: Custom provided
Light Probes: Occlusion Probes
Light Probes: Proxy volumes (LLPV)No

Deprecated
Light Probes: Probe VolumesYes

Experimental

Reflection Probes

功能内置渲染管线URPHDRP
Reflection Probes: Baked
Reflection Probes: Real-time
Reflection Probes: Real-time time sliced all faces at once
Reflection Probes: Real-time time sliced individual faces
Reflection Probes: On-demand API
Reflection Probes: Proxy volumes
Reflection Probes: Simple samplingYes

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.
Reflection Probes: Blend probes samplingYes

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
Reflection Probes: Box Projection
Reflection Probes: Sphere Projection

Raytracing

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Ray-traced Ambient Occlusion
Ray-traced Contact Shadows
Ray-traced Global Illumination
Ray-traced Reflections
Ray-traced Shadows
Ray-traced Recursive Rendering
AxF (automotive material)
Terrain
VFX Graph particles
WindowsYes

Preview. Requires DX12, and platforms with hardware supporting RTX.
Linux
PS5Yes

Preview
XBox Series

Pathtracing

功能内置渲染管线URPHDRP
Lit (Pathtracing support)
Hair (Pathtracing support)
Fabric (Pathtracing support)
AxF (Pathtracing support)
Decals (Pathtracing support)
Depth of field (Pathtracing support)Yes

Preview
Exponential Fog (Pathtracing support)Yes

Preview
Anisotropic fog (Pathtracing support)Yes

Preview
Recorder integrationYes

Preview

Environment lighting

功能内置渲染管线URPHDRP
SkyboxYes

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.
GradientYes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Configure in Visual Environment Volume.
ColorYes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
No

Alternative: use Gradient sky.
Real-time Ambient ModeYes

By script.
Yes

By script.
Yes

Configure in Visual Environment Volume.
Baked Ambient ModeYes

By default
Yes

By default
Yes

Configure in Visual Environment Volume.

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

Color

HDR

功能内置渲染管线URPHDRP
HDR rendering
HDR output

Color space

功能内置渲染管线URPHDRP
LinearYes

Requires OpenGLES3.0
Yes

Requires OpenGLES3.0
Gamma

Camera

功能内置渲染管线URPHDRP
Multi display
Hardware Dynamic resolutionYes

Limited platform support.
Yes

Limited platform support.
Software Dynamic resolution
NVidia DLSS temporal upsampling
AMD Fidelity FX upsampling
TAA upsampler
Mip bias
Compositing multiple camerasYes

Use multiple cameras
Yes

Use Camera stacking
Yes

Use HDRP Compositor
Physical cameraYes

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)
Subpixel morphological anti-aliasing (SMAA)
Temporal anti-aliasing (TAA)
Depth Texture
Depth + Normal TextureYes

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

Shaders

Authoring worklfows

功能内置渲染管线URPHDRP
Shader Graph
ShaderLabYes

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.
表面着色器

Prebuilt shaders

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

Also supports premultiplied alpha.
Surface Type and Blend Mode: Transparent
Surface Type and Blend Mode: Cutout
Surface Type and Blend Mode: Additive
Surface Type and Blend Mode: MultiplyNo

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

Translucent Material Type in the Lit shaders
Surface Inputs: Albedo (Base Map)
Surface Inputs: SpecularYes

Base map when using Material Type Specular
Surface Inputs: MetallicYes

Stored in the R channel of the Mask Map.
Surface Inputs: Ambient OcclusionYes

Stored in the G channel of the Mask Map.
Surface Inputs: SmoothnessYes

Stored in the A channel of the Mask Map.
Surface Inputs: Normal Map
Surface Inputs: Bent Normal Map
Surface Inputs: Detail MapYes

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

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

Pixel displacement only.
Yes

Pixel displacement only.
Yes

Pixel or vertex displacement.
Surface Inputs: Detail MaskYes

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

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

Based on Marshner-Disney parametrization.
Add custom Lighting model as a pluginYes

Pluggable Master Node (experimental, undocumented)
Features: Light CookiesYes

Supports grayscale textures
Yes

Supports RGB textures
Yes

Supports RGB textures
Features: Parallax Mapping
Features: Light Distance Fade
Features: Shadow Distance FadeYes

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

Configure with the RenderFace property.
Yes

Configure with the Double Side toggle.
Features: Material sorting priority
Features: Renderer sorting priorityNo

Not exposed (use debug mode of the inspector).
Features: GPU TesselationYes

Use the LitTesselation Shader.
Features: Specular OcclusionYes

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

Requires per vertex velocity information (eg: Alembic)

Shader Graph

功能内置渲染管线URPHDRP
Full screen master node
Custom post-processing
Custom render texture
Text Mesh Pro
Decals
Terrain

World building

Environment

功能内置渲染管线URPHDRP
Terrain system: Physically Based Shader
Terrain system: Simple Lit (Blinn-Phong) Shader
Terrain system: Speed Tree Shader
Terrain system: Paint Trees
Terrain system: Vegetation
Terrain system: Terrain Details
Terrain system: number of Terrain LayersYes

Unlimited
Yes

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

8
Terrain system: GPU Instanced Rendering
Terrain system: Terrain Holes
Speedtree 8Yes

Both Shader Graph and ShaderLab shaders available
Yes

Shader Graph shader only
Wind Zone

Sky

功能内置渲染管线URPHDRP
Procedural SkyboxNo

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

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
CubemapYes

HDRI Sky supports cubemaps.
PanoramicYes

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

Volumetrics

功能内置渲染管线URPHDRP
Volumetric Clouds
Linear FogYes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
Exponential FogYes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
Yes

Configure with the Fog Override.
Exponential SquaredYes

Configure in Graphics Settings.
Yes

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

Visual effects

Post-processing

功能内置渲染管线URPHDRP
Feature supportYes

Uses separate package: Post-Processing V2
Yes

Uses integrated post-processing solution
Yes

Uses integrated post-processing solution
Per-project default effectsYes

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

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
ExposureYes

Supported types: Fixed, Automatic
Yes

Supported types: Fixed
Yes

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

Supported types: Bokeh
Yes

Supported types: Bokeh and Gaussian
Yes

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

Suggested alternative approach: Renderer Features

CPU Particles (Shuriken)

功能内置渲染管线URPHDRP
Feature supportYes

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
Simple lit particlesYes

Uses Blinn Phong.
Unlit particles
Soft ParticlesYes

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

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

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

GPU Particles (VFX Graph)

功能内置渲染管线URPHDRP
Feature supportYes

Compute capable hardware only. OpenGL ES not supported.
Yes

Compute capable hardware only.
Supported Shader graph shadersYes

VFX Shader Graph, Lit, Unlit
Yes

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

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

Linear interpolation or flipbook motion vectors
Yes

Linear interpolation or flipbook motion vectors
TrailYes

Experimental
Yes

Experimental
Half-resolution
DecalsYes

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 BufferYes

Depth collision, Color buffer
Instancing

Decals

功能内置渲染管线URPHDRP
DecalsNo

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

Other visual effects

功能内置渲染管线URPHDRP
Projector componentNo

Use the Decal Renderer Feature instead.
No

Use the Decal Projector instead.
Line Renderer component
Trail Renderer componentYes

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 componentNo

Suggested alternative: Use VFX Graph.
Halo componentNo

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 flaresYes

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URPHDRP
Sprite
Tilemap
Sprite Shape
Pixel-PerfectYes

Using the “2D Pixel Perfect” package.
Yes

Using the “2D Pixel Perfect” package.
2D Lights
2D Shadows
VFX GraphYes

Supports 3D particles and sorting layers.

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

UI

功能内置渲染管线URPHDRP
Screen Space - Overlay
Screen Space - Camera
World Space
Text Mesh Pro

XR

功能内置渲染管线URPHDRP
Multipass
Single Pass (double-wide)No

Deprecated
No

Deprecated
Single Pass InstancedYes

Windows and PSVR only
Multiview
AR Foundation

脚本

Render Pipeline Hooks

功能内置渲染管线URPHDRP
Camera.RenderWithShaderNo

Suggested alternative: ScriptableRenderPass
No

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

Alternative: Custom Passes
Camera.Render
Light.AddCommandBuffer (LightRemove[All]CommandBuffer)
OnPreCullNo

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
OnPreRenderNo

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
OnPostRender
OnRenderImageNo

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: Fullscreen CustomPass
OnRenderObjectYes

RenderPipelineManager.endCameraRendering or
ScriptableRenderPass API
No

RenderPipelineManager.endCameraRendering or
Custom Pass
OnWillRenderObject
OnBecameVisible
OnBecameInvisible
Camera Replacement MaterialNo

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

Suggested alternative: Custom Pass with material override
RenderPipeline.BeginFrameRendering
RenderPipeline.EndFrameRendering
RenderPipeline.BeginCameraRendering
RenderPIpeline.EndCameraRendering
UniversalRenderPipeline.RenderSingleCamera
ScriptableRenderPassYes

This is similar to the CustomPass feature in HDRP.
Custom Renderers
CustomPassYes

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

Optimizations

功能内置渲染管线URPHDRP
Batching By Shader
Batching By Material
Batching by Material Property BlocksYes

Batched separately from the SRP Batcher
Yes

Batched separately from the SRP Batcher
Dynamic batching (without SRP Batcher)
Real-time batching with SRP BatcherYes

Requires OpenGLES 3.1. On unsupported graphics APIs, falls back to Dynamic Batching.
Dynamic Shadows BatchingNo

Deprecated.
GPU InstancingYes

Disabled by default when SRP Batcher is enabled.
Render Graph
Dynamic Render Pass CullingYes

Disabled by default.

Debug

功能内置渲染管线URPHDRP
Scene View ModesYes

Except mipmap view
Volume Explorer
Rendering debugger

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