Pengenalan pipa Render
Bagaimana cara mendapatkan, mengatur, dan mengkonfigurasi pipa render aktif

Perbandingan fitur pipa Render

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:

Dukungan Platform

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

Lighting

Lights

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

Shadows

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

Penerangan Global

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

Probe Cahaya

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

Refleksi Probe

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

Raytracing

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

Pathtracing

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

Pencahayaan lingkungan

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

Color

HDR

Feature Built-in Render Pipeline URP HDRP
HDRhigh dynamic range
See in Glossary
rendering
Yes Yes Yes
HDR output No No Yes

Ruang warna

Feature Built-in Render Pipeline URP HDRP
Linear Sitemap Login

Requires OpenGLES3.0
Sitemap Login

Requires OpenGLES3.0
Yes
Gamma Yes Yes No

Kamera

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

Shaders

WordPress.org

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

Photogallery

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)

Shader Graph

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

Bangunan dunia

Environment

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

Sky

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

Volumetrics

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

Efek visual

Post-processing

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

Login Partikel (Shuriken)

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

GPU Partikel (VFX Graph)

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

Decals

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

Efek visual lainnya

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.

2D dan UI

2D

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

UI

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

XR

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

Scripting

Render Pipa Hooks

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

Optimizations

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.

Debug

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
Pengenalan pipa Render
Bagaimana cara mendapatkan, mengatur, dan mengkonfigurasi pipa render aktif