Halaman ini berisi informasi tentang dukungan fitur dalam Render PipelineRangkaian operasi yang mengambil isi dari Adegan, dan menampilkannya di layar. Unity memungkinkan Anda memilih dari pipa render yang dibangun sebelumnya, atau menulis sendiri. More info
Lihat di Glossary Built-in, Pipa Render Universal (URP), dan Pipa Render Definisi Tinggi (HDRP). Ini juga mengandung alternatif yang disarankan untuk fitur tertentu.
Untuk kemudahan referensi, fitur rusak ke dalam kategori berikut:
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Windows | Yes | Yes | Yes |
MacOS | Yes | Yes | Yes |
Linux | Yes | Yes | Yes |
XBox One | Yes | Yes | Yes |
XBox Series | Yes | Yes | Yes |
PlayStation 4 | Yes | Yes | Yes |
PlayStation 5 | Yes | Yes | Yes |
Stadia | Yes | Yes | Yes |
Nintendo Switch | Yes | Yes | No |
iOS | Yes | Yes | No |
Android | Yes | Yes | No |
Desktop VR | Sitemap Facebook Twitter Google Plus Pinterest Email Oculus Rift, PSVR, SteamVR, WMR |
Sitemap Rift, PSVR, Uap VR, WMR Oculus Rift, PSVR, Steam VR, WMR |
Sitemap Rift, PSVR, Uap VR, WMR Oculus Rift, PSVR, Steam VR, WMR |
Mobile VR | Sitemap Quest/Quest 2, Oculus Go, Magic Leap Sitemap Oculus Quest/Quest 2, Oculus Go, Magic Leap One |
Sitemap Quest/Quest 2, Oculus Go, Magic Leap Sitemap Oculus Quest/Quest 2, Oculus Go, Magic Leap One |
No |
Hololens | Yes | Yes | No |
WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info See in Glossary |
Yes | Yes | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Directional | Yes | Yes | Yes |
Spot | Ya Supported shapes: Cone |
Ya Supported shapes: Cone |
Ya Supported shapes: Cone, Pyramid, Box |
Point | Yes | Yes | Yes |
Area | Ya Supported shapes: Rectangle (only with Enlighten Realtime Global Illumination), Disc (baked only) |
Ya Mendukung bentuk: Rectangle (dipanggang hanya), Disc (dipanggang hanya) |
Ya Supported shapes: Rectangle (real-time and baked), Tube (real-time only), Disc (baked only) |
Inner Spot angle | No | Yes | Yes |
Shading technique | Ya Multiple melewati |
Yes Single pass hanya |
Hepatitis C Virus (HCV) Hybrid tile and cluster |
Culling Per Object | Yes | Yes | No |
Culling Per Tile | No | No | Yes |
Culling Per Layer | Sitemap Berdasarkan layer GameObject Based on GameObject layers |
Sitemap Berdasarkan lapisan cahaya khusus Based on dedicated Light layers |
Sitemap Berdasarkan lapisan cahaya khusus Based on dedicated Light layers |
Multiple directional lights | Yes | Ya Mendukung bayangan untuk satu arah cahaya pada satu waktu. |
Ya Mendukung bayangan untuk satu arah cahaya pada satu waktu. Untuk mensimulasikan lebih banyak, gunakan Spot light dengan bentuk Kotak. |
Number of real-time lights per object | Unlimited | Di Deferred: tak terbatas. Dalam Maju: 4 untuk GLES2, 8 untuk semua API grafis lainnya. |
Unlimited |
Number of real-time lights per Camera | Unlimited | Di platform mobile: 32. Di platform lain: 256. |
Dalam Deferred: 63 per 8x8 pixel ubin. In Forward: 63 per 16x16 piksel cluster. Anda dapat menonaktifkan topi untuk jalur rendering yang rusak dalam Pengaturan Bingkai > Debug Loop Cahaya > ubin rusak. Ini akan mempengaruhi kinerja. |
Light attenuation type | Hepatitis C Virus (HCV) Legacy |
Hepatitis C Virus (HCV) InverseSquared |
Hepatitis C Virus (HCV) InverseSquared |
Vertex Lights | Yes | Yes | No |
SH Lights | Yes | No | No |
Light Cookies | Sitemap Hanya bentuk, tidak ada warna (Alpha saluran). Only shape, no color (Alpha channel). |
Ya Warna cookie (RGB) |
Ya Warna cookie (RGB) |
IES Lights | No | No | Yes |
Light Distance Fade | No | No | Yes |
Physical light units | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Directional Light Shadows | Yes | Yes | Yes |
Multiple Directional Light Shadows | Yes | No | No |
Directional Light Cascade Shadows | Ya 1, 2, atau 4 kader, kontrol oleh persentase hanya. |
Hepatitis C Virus (HCV) Kontrol oleh persentase, atau beralih ke meter. Settings berada dalam aset URP. Settings are in URP asset. |
Hepatitis C Virus (HCV) Kontrol oleh persentase atau jarak. Pengaturan dalam Volume. Settings are in Volumes. |
Shadow Cascade Blending | No | No | Yes |
Spot Light Shadows | Yes | Yes | Yes |
Point Light Shadows | Yes | Yes | Yes |
Area Light Shadows | No | No | Ya Hanya untuk bentuk persegi panjang |
Stable Fit Shadow Projection | Yes | Yes | Yes |
Close Fit Shadow Projection | Yes | No | No Tidak ada dukungan untuk proyeksi orografi. Gunakan bidang pandang yang luas untuk meniru. |
Shadow Lighting Pass | Yes | Yes | Yes |
Shadow Screen Space Pass | Yes | Yes | Yes |
Shadow bias | Ya Jenis yang didukung: Mengimbangi ruang klip konstan. Bias normal |
Ya Jenis yang didukung: Offsets shadowmap texels dalam arah cahaya, bias normal |
Ya Jenis yang didukung: Bias lereng, Bias normal |
PCF filtering (Percentage Closer Filtering) | No | Hepatitis C Virus (HCV) Tenda 5x5 PCF Tent 5x5 |
Sitemap Untuk lampu Point dan Spot di “Low” (PCF 3x3 4 keran) dan “Medium” (PCF 5x5 9 keran) pengaturan kualitas, dan untuk lampu Directional di “Low” (PCF 5x5 9 keran) dan “Medium” (PCF Tent 5x5 9 keran) pengaturan kualitas. 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) | No | No | Sitemap Untuk lampu Point dan Spot di pengaturan kualitas "High", dan untuk lampu Directional dalam pengaturan kualitas "High". For Point and Spot lights in “High” quality settings, and for Directional lights in “High” quality settings. |
EVSM filtering (Exponential Variance Shadow Mapping) | No | No | Sitemap Untuk lampu area hanya dalam semua pengaturan kualitas. For area lights only in all quality settings. |
Shadow update modes | No | No | Sitemap Setiap bingkai, Diaktifkan, Di Permintaan. Setiap cascade dapat diperbarui secara independen menggunakan API (RequestSubShadowMapRendering) Every frame, On Enable, On Demand. Each cascade can be updated independently using the API (RequestSubShadowMapRendering) |
Resolution settings | Ya Konfigurasi dalam Pengaturan Kualitas. |
Ya Konfigurasi dalam Pengaturan Pencahayaan URP. |
Ya Mengkonfigurasi resolusi bayangan atau anggaran per Cahaya, dan mengkonfigurasi ukuran atlas bayangan di aset HDRP. |
Dynamic rescale | No | No | Yes |
Directional light shadow caching | No | No | Yes |
Punctual and Area lights shadow caching | No | No | Yes |
Dynamic Shadow Casters | No | No | Yes |
Static Shadow Casters | No | No | Yes |
Contact Shadows | No | No | Yes |
Micro Shadows | No | No | Yes |
Shadow Cascade Volume Controller | No | No | Yes |
Shadow Distance Fade | Yes | Yes | Ya Configure dalam Volume Bayangan. |
Shadow Mask | Yes Configure per adegan. |
Yes Configure per adegan. |
Hepatitis C Virus (HCV) Configure per Light. |
Distance Shadow Mask | Yes Configure per adegan. |
Sitemap Rendering Path hanya. Forward Rendering Path only. |
Hepatitis C Virus (HCV) Configure per Light. |
Shadow matte | No | No | Yes |
Shadow Layers | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Baked Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary: Progressive CPU LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info See in Glossary |
Yes | Yes | Yes |
Baked Global Illumination: Progressive GPU Lightmapper | Yes | Yes | Yes |
Baked Global Illumination: Enlighten Lightmapper | Yes | Hepatitis C Virus (HCV) Deprecated |
No |
Baked Global Illumination: Mixed Lighting modes | Ya Subtractive, Baked tidak langsung, Masker Bayangan, Masker Bayangan Jarak |
Ya Subtractive, Baked tidak langsung, masker Bayangan |
Ya Baked tidak langsung, Masker Bayangan (per pengaturan cahaya), Masker Bayangan Jarak (per pengaturan cahaya) |
Baked Global Illumination: Double Sided GI | Yes | Yes | Yes |
Realtime Global Illumination: Pre-computed (Enlighten) | Yes Support berakhir setelah Unity 2024 LTS |
Yes Support berakhir setelah Unity 2024 LTS |
Yes Support berakhir setelah Unity 2024 LTS |
Realtime Global Illumination: Screen space GI | No | No | Yes |
Screen Space Reflections | Yes | No | Yes |
Planar Reflections | No | No | Yes |
Raytraced Reflections | No | No | Yes |
Screen Space Refractions | No | No | Yes |
Non directional lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info See in Glossary |
Yes | Yes | Yes |
Directional lightmap | Yes | Yes | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary: Blending |
Yes | Yes | Yes |
Light Probes: Custom provided | Yes | Yes | Yes |
Light Probes: Occlusion Probes | Yes | Yes | Yes |
Light Probes: Proxy volumes (LLPV) | Yes | No Deprecated |
Yes |
Light Probes: Probe Volumes | No | No | Yes Experimental |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info See in Glossary: Baked |
Yes | Yes | Yes |
Reflection Probes: Real-time | Yes | Yes | Yes |
Reflection Probes: Real-time time sliced all faces at once | Yes | Yes | No |
Reflection Probes: Real-time time sliced individual faces | Yes | Yes | No |
Reflection Probes: On-demand API | Yes | Yes | Yes |
Reflection Probes: Proxy volumes | No | No | Yes |
Reflection Probes: Simple sampling | Sitemap Pilih per-object bagaimana untuk sampel probe refleksi. Choose per-object how to sample reflection probes. |
Sitemap Pilih aset URP apakah URP selalu melakukan pengambilan sampel sederhana dari probe refleksi, atau jika campuran. Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends. |
No |
Reflection Probes: Blend probes sampling | Sitemap Pilih per-object bagaimana untuk sampel probe refleksi. Blend hingga 2 probe refleksi. Blend up to 2 reflection probes. |
Sitemap Pilih aset URP apakah URP selalu melakukan pengambilan sampel sederhana dari probe refleksi, atau jika campuran. Jika campuran diaktifkan, URP selalu memadukan langit + 1 probe lokal, atau 2 probe jika tidak ada langit. If blending is enabled, URP always blends sky + 1 local probe, or 2 probes if there is no sky. |
Sitemap Tidak ada batas campuran. Semua refleksi termasuk campuran planar antara satu sama lain. No blending limit. All reflections including planar blend between each other. |
Reflection Probes: Blend probes and skyboxA special type of Material used to represent skies. Usually six-sided. More info See in Glossary sampling |
Yes | Yes | Yes |
Reflection Probes: Box Projection | Yes | Yes | Yes |
Reflection Probes: Sphere Projection | Yes | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Ray-traced Ambient OcclusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface. See in Glossary |
No | No | Yes |
Ray-traced Contact Shadows | No | No | Yes |
Ray-traced Global Illumination | No | No | Yes |
Ray-traced Reflections | No | No | Yes |
Ray-traced Shadows | No | No | Yes |
Ray-traced Recursive Rendering | No | No | Yes |
AxF (automotive material) | No | No | Yes |
TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info See in Glossary |
No | No | No |
VFX Graph particles | No | No | No |
Windows | No | No | Yes Preview. Membutuhkan DX12, dan platform dengan dukungan hardware RTX. |
Linux | No | No | No |
PS5 | No | No | Yes Preview |
XBox Series | No | No | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Lit (Pathtracing support) | No | No | Yes |
Hair (Pathtracing support) | No | No | Yes |
Fabric (Pathtracing support) | No | No | Yes |
AxF (Pathtracing support) | No | No | Yes |
Decals (Pathtracing support) | No | No | No |
Depth of field (Pathtracing support) | No | No | Yes Preview |
Exponential Fog (Pathtracing support) | No | No | Yes Preview |
Anisotropic fog (Pathtracing support) | No | No | Yes Preview |
Recorder integration | No | No | Yes Preview |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Skybox | Sitemap Login Set di jendela pencahayaan. Per project. Set in the Lighting window. |
Sitemap Login Set di jendela pencahayaan. Per project. Set in the Lighting window. |
Ya Configure dalam Volume Lingkungan Visual. Pilih dari langit HDRI, langit fisik atau langit kustom. |
Gradient | Sitemap Login Set di jendela pencahayaan. Per project. Set in the Lighting window. |
Sitemap Login Set di jendela pencahayaan. Per project. Set in the Lighting window. |
Ya Configure dalam Volume Lingkungan Visual. |
Color | Sitemap Login Set di jendela pencahayaan. Per project. Set in the Lighting window. |
Sitemap Login Set di jendela pencahayaan. Per project. Set in the Lighting window. |
No Alternative: gunakan langit Gradien. |
Real-time Ambient Mode | Sitemap Login By script. |
Sitemap Login By script. |
Ya Configure dalam Volume Lingkungan Visual. |
Baked Ambient Mode | Sitemap Sitemap By default |
Sitemap Sitemap By default |
Yes Configure di lingkungan visual Volume. Menggunakan lingkungan yang disimpan dalam Lighting > Pengaturan lingkungan. |
Indirect Lighting Controller | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
HDRhigh dynamic range See in Glossary rendering |
Yes | Yes | Yes |
HDR output | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Linear | Sitemap Login Requires OpenGLES3.0 |
Sitemap Login Requires OpenGLES3.0 |
Yes |
Gamma | Yes | Yes | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Multi display | Yes | Yes | Yes |
Hardware Dynamic resolution | Yes | Ya Limited dukungan platform. |
Ya Limited dukungan platform. |
Software Dynamic resolutionA Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. More info See in Glossary |
No | No | Yes |
NVidia DLSS temporal upsampling | No | No | Yes |
AMD Fidelity FX upsampling | No | No | Yes |
TAA upsampler | No | No | Yes |
Mip bias | No | No | Yes |
Compositing multiple cameras | Sitemap Gunakan beberapa kamera Use multiple cameras |
Sitemap Gunakan penumpukan kamera Use Camera stacking |
Sitemap Gunakan Kompositor HDRP Use HDRP Compositor |
Physical camera | Ya Affects bidang pandang hanya |
Ya Affects bidang pandang hanya |
Ya Affects bidang pandang, paparan, mekar, dan kedalaman lapangan |
Multi-sample anti-aliasing (MSAA) | Ya Untukward rendering path hanya |
Ya Untukward rendering path hanya |
Ya Untukward rendering path hanya |
Fast approximate anti-aliasing (FXAA) | Yes | Yes | Yes |
Subpixel morphological anti-aliasing (SMAA) | Yes | Yes | Yes |
Temporal anti-aliasing (TAA) | Yes | No | Yes |
Depth Texture | Yes | Yes | Yes |
Depth + Normal Texture | Yes | Sitemap Hanya aktif saat menggunakan SSAO Only active when using SSAO |
Yes |
Depth + Normal Texture (affected by decals) | No | No | Yes |
Color Texture | No | Yes | Yes |
Motion Vectors | Yes | Yes | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
ShaderA program that runs on the GPU. More info See in Glossary Graph |
Yes | Yes | Yes |
ShaderLab | Yes | Sitemap Naungan yang dikodekan tangan didukung, tetapi tidak dianjurkan. Shader Graph direkomendasikan. Hand-coded shaders are supported, but not recommended. Shader Graph is recommended. |
Sitemap Naungan yang dikodekan tangan didukung, tetapi tidak dianjurkan. Shader Graph direkomendasikan. Hand-coded shaders are supported, but not recommended. Shader Graph is recommended. |
Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info See in Glossary |
Yes | No | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Camera-relative rendering | No | No | Yes |
Material type: Metallic / Standard | Yes | Yes | Yes |
Material type: Specular | Yes | Yes | Yes |
Surface Type and Blend Mode: Opaque | Yes | Yes | Yes |
Surface Type and Blend Mode: Faded (Alpha Blend) | Yes | Yes | Sitemap Juga mendukung alfa pramultiplied. Also supports premultiplied alpha. |
Surface Type and Blend Mode: Transparent | Yes | Yes | Yes |
Surface Type and Blend Mode: Cutout | Yes | Yes | Yes |
Surface Type and Blend Mode: Additive | No | Yes | Yes |
Surface Type and Blend Mode: Multiply | No | Yes | No Tidak kompatibel dengan setengah optimasi transparan dan campuran UI layar. |
Surface Type and Blend Mode: Translucence | No | No | Hepatitis C Virus (HCV) Jenis Bahan dalam warna Lit Translucent Material Type in the Lit shaders |
Surface Inputs: Albedo (Base Map) | Yes | Yes | Yes |
Surface Inputs: Specular | Yes | Yes | Ya Base peta ketika menggunakan Jenis Bahan Specular |
Surface Inputs: Metallic | Yes | Yes | Ya Stored dalam saluran R Peta Masker. |
Surface Inputs: Ambient Occlusion | Yes | Yes | Ya Stored di saluran G Peta Masker. |
Surface Inputs: Smoothness | Yes | Yes | Ya Stored dalam saluran Peta Masker. |
Surface Inputs: Normal MapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. See in Glossary |
Yes | Yes | Yes |
Surface Inputs: Bent Normal Map | No | No | Yes |
Surface Inputs: Detail Map | Yes | Yes | Sitemap Albedo disimpan dalam saluran R Peta Detail. Kehalusan yang disimpan dalam saluran B. Albedo stored in the R channel of the Detail Map. Smoothness stored in the B channel. |
Surface Inputs: Detail Normal Map | Yes | Yes | Sitemap Sumbu Y yang disimpan di saluran G Peta Detail. sumbu X disimpan dalam saluran A. Y axis stored in the G channel of the Detail Map. X axis stored in the A channel. |
Surface Inputs: Heightmap | Sitemap Konversi piksel hanya. Pixel displacement only. |
Sitemap Konversi piksel hanya. Pixel displacement only. |
Sitemap Piksel atau perpindahan simpul. Pixel or vertex displacement. |
Surface Inputs: Detail Mask | Yes | Yes | Ya Stored di saluran B Peta Masker. |
Surface Inputs: Emissive Map | Yes | Yes | Yes |
Included Lighting models: ClearCoat | No | Yes | Yes |
Included Lighting models: SubSurface Scattering | No | No | Yes |
Included Lighting models: Anisotropy | No | No | Yes |
Included Lighting models: Irridescence | No | No | Yes |
Included Lighting models: Fabric | No | No | Yes |
Included Lighting models: Eye | No | No | Yes |
Included Lighting models: Hair (Approximate) | No | No | Sitemap Kajiya Kay parametrisasi Based on Kajiya Kay parametrization |
Included Lighting models: Hair (Physical) | No | No | Ya Based pada parametrisasi Marshner-Disney. |
Add custom Lighting model as a plugin | Yes | No | Ya Pluggable Master Node (undocumented) |
Features: Light Cookies | Yes Supports tekstur grayscale |
Ya Mendukung tekstur RGB |
Ya Mendukung tekstur RGB |
Features: Parallax Mapping | Yes | Yes | Yes |
Features: Light Distance Fade | No | No | Yes |
Features: Shadow Distance Fade | Yes | Yes | Ya Configure dalam Volume Bayangan. |
Features: Shadow Cascade Blending | No | No | Yes |
Features: GPU Instancing | Yes | Yes | Yes |
Features: Double Sided GI | Yes | No | Yes |
Features: Two Sided | No | Ya Configure dengan properti RenderFace. |
Ya Configure dengan toggle Sisi Ganda. |
Features: Material sorting priority | No | Yes | Yes |
Features: Renderer sorting priority | No | No Tidak terpapar (menggunakan mode debug dari inspektur). |
Yes |
Features: GPU Tesselation | No | No | Sitemap Gunakan Shader LitTesselation. Use the LitTesselation Shader. |
Features: Specular Occlusion | No | No | Sitemap Gunakan hanya peta oklusi ambien, atau peta oklusif dan ambient. Use only the ambient occlusion map, or both bent and ambient occlusion maps. |
Features: Geometric Specular Anti-Aliasing | No | No | Yes |
Features: Add precomputed velocity | No | No | Yes Requires per informasi kecepatan vertex (misalnya: Alembic) |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Full screen master node | No | No | No |
Custom post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess See in Glossary |
No | No | No |
Custom render textureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info See in Glossary |
No | No | No |
Text MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary Pro |
No | Yes | Yes |
Decals | No | Yes | Yes |
Terrain | No | No | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Terrain system: Physically Based Shader | No | Yes | Yes |
Terrain system: Simple Lit (Blinn-Phong) Shader | Yes | No | No |
Terrain system: Speed Tree Shader | Yes | Yes | Yes |
Terrain system: Paint Trees | Yes | Yes | Yes |
Terrain system: Vegetation | Yes | Yes | Yes |
Terrain system: Terrain Details | Yes | Yes | Yes |
Terrain system: number of Terrain Layers | Yes Unlimited |
Sitemap Dengan campuran berbasis tinggi: 4 With height-based blending: 4 With alpha blending: unlimited |
Hepatitis C Virus (HCV) 8 |
Terrain system: GPU Instanced Rendering | Yes | Yes | Yes |
Terrain system: Terrain Holes | Yes | Yes | Yes |
Speedtree 8 | Yes | Yes Both Shader Graph and ShaderLab shaders tersedia |
Sitemap Catalog Shader Graph shader only |
Wind ZoneA GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info See in Glossary |
Yes | Yes | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Procedural Skybox | Yes | Yes | No Jenis langit ini rusak, tetapi Anda masih dapat menggunakan jika Anda menginstal Sampel Sky Procedural. |
6 sided Skybox | Yes | Yes | Hepatitis C Virus (HCV) Sky mendukung cubemaps. Unity dapat membangun kubus dari jenis ini pada impor. HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import. |
Cubemap | Yes | Yes | Hepatitis C Virus (HCV) Sky mendukung cubemaps. HDRI Sky supports cubemaps. |
Panoramic | Yes | Yes | Hepatitis C Virus (HCV) Sky mendukung cubemaps. Unity dapat membangun kubus dari jenis ini pada impor. HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import. |
Physical Sky | No | No | Yes |
Gradient Sky | No | No | Yes |
Sky distortion | No | No | Yes |
Cloud layers | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Volumetric Clouds | No | No | Yes |
Linear Fog | Ya Configure dalam Pengaturan Grafik. |
Ya Configure dalam Pengaturan Grafik. |
No |
Exponential Fog | Ya Configure dalam Pengaturan Grafik. |
Ya Configure dalam Pengaturan Grafik. |
Ya Configure dengan Fog Override. |
Exponential Squared | Ya Configure dalam Pengaturan Grafik. |
Ya Configure dalam Pengaturan Grafik. |
No |
Local Volumetrics | No | No | Yes |
3D Render texture in density volume | No | No | Yes |
Fog Scattering & Atmospheric scattering | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Feature support | Sitemap Menggunakan paket terpisah: Post-Processing V2 Uses separate package: Post-Processing V2 |
Sitemap Menggunakan solusi pasca-olahan terintegrasi Uses integrated post-processing solution |
Sitemap Menggunakan solusi pasca-olahan terintegrasi Uses integrated post-processing solution |
Per-project default effects | No | No | Sitemap Volume default dapat diterapkan pada proyek menggunakan pengaturan default HDRP. A default volume can be applied to the project using HDRP default settings. |
Ambient Occlusion | Ya Jenis yang didukung: Oklusi ambient multi-skala |
Ya Jenis yang didukung: Ruang Layar Ambient Occlusion (Depth atau normal) |
Ya Jenis yang didukung: Ruang Layar Ground Truth Ambient Occlusion (Normal + temporal, beroda multi bounced, occlusion specular), occlusion ambient Ray-traced |
Exposure | Ya Jenis yang didukung: Tetap, Otomatis |
Ya Jenis yang didukung: Tetap |
Ya Jenis yang didukung: Tetap, Otomatis (Eye adaptasi), Pemetaan Kurva, Pengaturan Kamera Fisik |
Bloom | Yes | Yes | Yes |
Chromatic Aberration | Yes | Yes | Yes |
TonemappingThe process of remapping HDR values of an image into a range suitable to be displayed on screen. More info See in Glossary (Neutral, ACES, Custom) |
Yes | Yes | Yes |
White balance | No | Yes | Yes |
Color Channel Mixer | No | Yes | Yes |
Color Adjustments | Yes | Yes | Yes |
Color Curves | Yes | Yes | Yes |
Lift, Gamma, Gain | Yes | Yes | Yes |
Shadows, Midtones, Highlights | Yes | Yes | Yes |
Split Toning | No | No | Yes |
Depth of Field | Ya Jenis yang didukung: Bokeh |
Ya Jenis yang didukung: Bokeh dan Gaussian |
Ya Jenis yang didukung: Bokeh |
Physical Depth of FieldA post-processing effect that simulates the focus properties of a camera lens. More info See in Glossary |
No | No | Yes |
Film Grain | Yes | Yes | Yes |
Lens Distortion | Yes | Yes | Yes |
CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary Motion Blur |
Yes | Yes | Yes |
Object Motion Blur | Yes | No | Yes |
Screen Space Reflections | Yes | No | Yes |
Screen Space Refractions | No | No | Yes |
Vignette | Yes | Yes | Yes |
Panini Projection | No | Yes | Yes |
Custom post-processing | Yes | No Suggested alternatif pendekatan: Fitur Renderer |
Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Feature support | Yes | Yes | Ya GPU tidak didukung. Penyaringan dan pemaduan flipbook dapat dilakukan dengan Shader Graph. Tidak ada warna partikel standar yang tersedia, tetapi contoh partikel shaderGraph shaders dapat ditemukan dalam sampel paket HDRP. |
Lit Particles | Yes | Yes | Yes |
Simple lit particles | Sitemap Menggunakan Blinn Phong. Uses Blinn Phong. |
Yes | Yes |
Unlit particles | Yes | Yes | Yes |
Soft Particles | Yes | Yes | Ya Available melalui Shader Graph. Misalnya, lihat sampel peredam sistem partikel dalam sampel paket HDRP. |
Distortion | Yes | Yes | Ya Available melalui Shader Graph. Misalnya, lihat sampel peredam sistem partikel dalam sampel paket HDRP. |
Flipbook blending | Yes | Yes | Ya Available melalui Shader Graph. Misalnya, lihat sampel peredam sistem partikel dalam sampel paket HDRP. |
Trail | Yes | Yes | Yes |
GPU Instancing | Yes | Yes | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Feature support | No | Ya Compute hardware yang mampu. OpenGL ES tidak didukung. |
Ya Compute hardware yang mampu. |
Supported Shader graph shaders | No | VFX Shader Graph, Lit, Unlit |
Sitemap Shader Graph, Lit, Unlit, Rambut, Kain (tidak mendukung untuk pengujianselasi, atau decal) VFX Shader Graph, Lit, Unlit, Hair, Fabric (no support for tessellation, nor decal) |
Renders with 2D | No | Hepatitis C Virus (HCV) D partikel dan dukungan untuk memilah lapisan. Tidak ada dukungan untuk Fisika 2D, emiten 2D, masker sprite 2D, atau Lampu 2D 3D particles and support for sorting layers. No support for 2D Physics, 2D sprites emitters, 2D sprite masks, nor 2D Lights |
No |
Lit Particles | No | Yes | Yes |
Simple lit particles | No | No | Yes |
Unlit particles | No | Yes | Yes |
Soft ParticlesParticles that create semi-transparent effects like smoke, fog or fire. Soft particles fade out as they approach an opaque object, to prevent intersections with the geometry. More info See in Glossary |
No | Yes | Yes |
Distortion | No | No | Yes |
Flipbook blending | No | Ya Linear interpolasi atau flipbook gerak vektor |
Ya Linear interpolasi atau flipbook gerak vektor |
Trail | No | Yes Experimental |
Yes Experimental |
Half-resolution | No | No | Yes |
Decals | No | Sitemap Grafik Forward decals (terbatas), tidak ada dukungan untuk decals URP atau decals Graf Shader VFX Graph Forward decals (limited), no support for URP decals nor Shader Graph decals |
Sitemap Decals Forward (limited), HDRP Decals (tidak ada dukungan untuk Shader Graph decals) VFX Forward decals (limited), HDRP Decals (no support for Shader Graph decals) |
Camera Buffer | No | No | Sitemap tabrakan kedalaman, penyangga warna Depth collision, Color buffer |
Instancing | No | No | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Decals | Tidak ada Suggested alternatif: Komponen proyektor. |
Ya Projector decals (Forward + DBuffer) atau Ruang Layar Decals (Deferred), tidak ada lapisan decals, tidak ada decals yang diizinkan |
Ya Projector decals (Forward & Deferred + DBuffer) atau Mesh decals, dukungan pada transparan (Cluster decals), dukungan lapisan decal, gradien permukaan, decals emissive |
Decal layers | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Projector component | Yes | No Gunakan Renderer Decal Fitur bukan. |
No Gunakan Proyektor Decal bukan. |
Line RendererA component that takes an array of two or more points in 3D space and draws a straight line between each one. You can use a single Line Renderer component to draw anything from a simple straight line to a complex spiral. More info See in Glossary component |
Yes | Yes | Yes |
Trail Renderer component | Yes | Sitemap Anda juga dapat menggunakan VFX Graph untuk membuat efek trail kustom. You can also use VFX Graph to create a custom trail effect. |
Sitemap Anda juga dapat menggunakan VFX Graph untuk membuat efek trail kustom. You can also use VFX Graph to create a custom trail effect. |
Billboard Renderer component | Yes | Yes | Tidak ada Suggested alternatif: Gunakan VFX Graph. |
Halo component | Yes | Tidak ada Suggested alternatif: Gunakan aset data Flare Lens (SRP) dan komponen Lens Flare (SRP). |
Tidak ada Suggested alternatif: Gunakan aset data Flare Lens (SRP) dan komponen Lens Flare (SRP), atau gunakan tubuh selular dalam lampu arah. |
Lens flares | Sitemap Gunakan aset Flare dan komponen Light atau komponen Lens Flare. Use a Flare asset and either a Light component or a Lens Flare component. |
Sitemap Gunakan aset data Flare Lens (SRP) dan komponen Lens Flare (SRP). Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component. |
Sitemap Gunakan aset data Flare Lens (SRP) dan komponen Lens Flare (SRP). Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component. |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossary |
Yes | Yes | No |
TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info See in Glossary |
Yes | Yes | No |
Sprite Shape | Yes | Yes | No |
Pixel-Perfect | Ya Menggunakan paket "2D Pixel Perfect". |
Ya Menggunakan paket "2D Pixel Perfect". |
No |
2D Lights | No | Yes | No |
2D Shadows | No | Yes | No |
VFX Graph | No | Ya Mendukung partikel 3D dan lapisan penyortiran. Tidak mendukung Fisika 2D, emiten 2D, atau Lampu 2D. |
No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Screen Space - Overlay | Yes | Yes | Yes |
Screen Space - Camera | Yes | Yes | Yes |
World Space | Yes | Yes | Yes |
Text MeshA Mesh component that displays a Text string More info See in Glossary Pro |
Yes | Yes | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Multipass | Yes | Yes | Yes |
Single Pass (double-wide) | Yes | No Deprecated |
No Deprecated |
Single Pass Instanced | Yes | Yes | Yes Windows dan PSVR hanya |
Multiview | Yes | Yes | No |
AR Foundation | Yes | Yes | No |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Camera.RenderWithShader | Yes | Tidak ada Suggested alternatif: Login |
Tidak ada Suggested alternatif: CustomPass dengan override material |
Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer) | Yes | No | No Alternatif: Lulus Kustom |
Camera.Render | Yes | Yes | Yes |
Light.AddCommandBuffer (LightRemove[All]CommandBuffer) | Yes | No | No |
OnPreCull | Yes | Tidak ada Suggested alternatif: RenderPipelineManager.beginCameraRendering atau ScriptableRenderPass |
No |
OnPreRender | Yes | Tidak ada Suggested alternatif: RenderPipelineManager.beginCameraRendering atau ScriptableRenderPass |
No |
OnPostRender | Yes | No | No |
OnRenderImage | Yes | Tidak ada Suggested alternatif: Login |
Tidak ada Suggested alternatif: Layar penuh Kustom Login |
OnRenderObject | Yes | Yes RenderPipelineManager.endCameraRendering API documentation ScriptableRenderPass API |
No RenderPipelineManager.endCameraRendering atau Custom Login |
OnWillRenderObject | Yes | Yes | Yes |
OnBecameVisible | Yes | Yes | Yes |
OnBecameInvisible | Yes | Yes | Yes |
Camera Replacement Material | No | Tidak ada Suggested alternatif: gunakan Render Fitur untuk mengganti bahan per-Pass. |
Tidak ada Suggested alternatif: Custom Pass dengan override material |
RenderPipeline.BeginFrameRendering | No | Yes | Yes |
RenderPipeline.EndFrameRendering | No | Yes | Yes |
RenderPipeline.BeginCameraRendering | No | Yes | Yes |
RenderPIpeline.EndCameraRendering | No | Yes | Yes |
UniversalRenderPipeline.RenderSingleCamera | No | Yes | No |
ScriptableRenderPass | No | Sitemap Ini mirip dengan fitur CustomPass di HDRP. This is similar to the CustomPass feature in HDRP. |
No |
Custom Renderers | No | Yes | No |
CustomPass | No | No | Sitemap Ini mirip dengan fitur ScriptableRenderPass di URP. This is similar to the ScriptableRenderPass feature in URP. |
Custom Post Process Pass | No | No | Yes |
Arbitrary Output Variables (AOV) API | No | No | Yes |
Recording API | No | No | Yes |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Batching By Shader | No | Yes | Yes |
Batching By Material | Yes | Yes | Yes |
Batching by Material Property Blocks | Yes | Sitemap Batched terpisah dari SRP Batcher Batched separately from the SRP Batcher |
Sitemap Batched terpisah dari SRP Batcher Batched separately from the SRP Batcher |
Dynamic batchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info See in Glossary (without SRP Batcher) |
Yes | Yes | Yes |
Real-time batching with SRP Batcher | No | Hepatitis C Virus (HCV) 1.000 g Pada API grafis yang tidak didukung, jatuh kembali ke Dynamic Batching. Requires OpenGLES 3.1. On unsupported graphics APIs, falls back to Dynamic Batching. |
Yes |
Dynamic Shadows Batching | Yes | No Deprecated. |
Yes |
GPU Instancing | Yes | Yes | Sitemap Dinonaktifkan secara default ketika SRP Batcher diaktifkan. Disabled by default when SRP Batcher is enabled. |
Render Graph | No | No | Yes |
Dynamic Render Pass Culling | No | No | Sitemap Dinonaktifkan secara default. Disabled by default. |
Feature | Built-in Render Pipeline | URP | HDRP |
---|---|---|---|
Scene View Modes | Yes | Sitemap Kecuali pandangan mipmap Except mipmap view |
Yes |
Volume Explorer | No | No | Yes |
Rendering debugger | No | Yes | Yes |
Runtime GPU profilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary |
No | Yes | Yes |