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Unity Engine

Unity Engine

Render pipeline feature comparison

Explore the supported features, properties and settings in each render pipeline in Unity.
읽는 시간 24분최근 업데이트: 23일 전

중요
The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
This page contains information on feature support in the Built-in Render Pipeline, the Universal Render Pipeline (URP), and the High Definition Render Pipeline (HDRP). It also contains suggested alternatives for certain features.
For ease of reference, features are broken down into the following categories:

Platform Support

Feature

Built-in Render Pipeline

URP

HDRP

WindowsYesYes

DirectX 11, DirectX 12, Vulkan
Yes

DirectX 11, DirectX 12, Vulkan
MacOSYesYesYes
LinuxYesYesYes

Vulkan
XBox OneYesYesYes
XBox SeriesYesYesYes
PlayStation 4YesYesYes
PlayStation 5YesYesYes
Nintendo SwitchYesYesNo
Nintendo Switch 2YesYesYes
iOSYesYesNo
AndroidYesYesNo
Desktop VRYesYesYes
Mobile VRYesYesNo
WebGLYesYesNo
WebGPUNoYesNo

Lighting

Lights

Feature

Built-in Render Pipeline

URP

HDRP

DirectionalYesYesYes
SpotYes

Supported shapes: Cone
Yes

Supported shapes: Cone
Yes

Supported shapes: Cone, Pyramid, Box
PointYesYesYes
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 angleNoYesYes
Shading techniqueYes

Multiple passes
Yes

Single pass only
Yes

Hybrid tile and cluster
Culling Per ObjectYesYesNo
Culling Per TileNoNoYes
Culling Per LayerYes

Based on GameObject layers
Yes

Based on dedicated Rendering layers (32 layers available)
Yes

Based on dedicated Rendering layers (only the first 16 are used)
Multiple directional lightsYesYes

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 objectUnlimitedForward: 1 Directional light + up to 8 lights per-object depending on the settings in the render pipeline asset.
Deferred and Deferred+: Unlimited lights for opaque objects. For transparents or objects that shade in forward mode the same limit as above applies.
Forward+: Not Applicable. Forward+ shade lights per-tile, see "Number of real-time lights per Camera" below.

For more information check: Render Path Comparison
Unlimited (HDRP doesn't classify lights per object, see bellow the "Number of real-time lights per Camera" section).
Number of real-time lights per CameraUnlimitedOn mobile platforms: 32.
On other platforms: 256 (configurable to improve build time and performance adding the package Packages/com.unity.render-pipelines.universal-config, and changing the value of MAX_VISIBLE_LIGHT_COUNT_DESKTOP in Runtime/ShaderConfig.cs.hlsl and
k_MaxVisibleLightCountDesktop in Runtime/ShaderConfig.cs).
In Deferred: 63 per 16x16 pixel tile.

In Forward: 63 per 32x32 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 LightsYesYesNo
SH LightsYesNoNo
Light CookiesYes

Only shape, no color (Alpha channel).
Yes

Colored cookie (RGB)
Yes

Colored cookie (RGB)
IES LightsNoNoYes
Light Distance FadeNoNoYes
Physical light unitsNoNoYes
Light anchor toolYesYesYes

Shadows

Feature

Built-in Render Pipeline

URP

HDRP

Directional Light ShadowsYesYesYes
Multiple Directional Light ShadowsYesNoNo
Directional Light Cascade ShadowsYes

1, 2, or 4 cascades, control by percentage only.
Yes

1 to 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 BlendingNoNoYes
Spot Light ShadowsYesYesYes
Point Light ShadowsYesYesYes
Area Light ShadowsNoNoYes

Only for rectangle shape
Stable Fit Shadow ProjectionYesYesYes
Close Fit Shadow ProjectionYesNoNo

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

Mostly used for Raytracing.
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)NoYes

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)NoNoYes

For Point and Spot lights, Directional lights and Area lights when in "High" quality in the HDRP settings for each kind of light.
EVSM filtering (Exponential Variance Shadow Mapping)NoNoYes

For area lights only in all quality settings except "High".
Shadow update modesNoNoYes

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 rescaleNoNoYes
Directional light shadow cachingNoNoYes
Punctual and Area lights shadow cachingNoNoYes
Dynamic Shadow CastersNoNoYes
Static Shadow CastersNoNoYes
Contact ShadowsNoNoYes
Micro ShadowsNoNoYes
Shadow Cascade Volume ControllerNoNoYes
Shadow Distance FadeYesYesYes

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.
Transparent objects casting shadowsYes

Use the Transparent Cutout shaders for objects with “gaps” such as fences, vegetation, etc. or custom pixel-lit shaders using the Geometry render queue. Opacity can affect shadow intensity using dithering.
No

Alpha clipping only.
Yes

Raytracing only (incl support of colored shadows). For raster, alpha clipping only (use Alpha clipping > Shadow threshold option).
Transparent objects receiving shadowsNoYesYes
Shadow tintNoNoYes

Shadow tint or penumbra tint options
Shadow matteNoNoYes

Use Unlit master node and "Enable Shadow Matte"
Shadow LayersNoNoYes

Global Illumination

Feature

Built-in Render Pipeline

URP

HDRP

Baked Global Illumination: Progressive CPU LightmapperYesYesYes
Baked Global Illumination: Progressive GPU LightmapperYesYesYes
Baked Global Illumination: Enlighten LightmapperNo

Deprecated
No

Deprecated
No

Deprecated
Baked Global Illumination: Mixed Lighting modesYes

Subtractive, Baked indirect, Shadow Mask, Distance Shadow mask
Yes

Subtractive, Baked indirect, Shadow Mask, Distance Shadow mask
Yes

Baked indirect, Shadow Mask (per light setting), Distance Shadow mask (per light setting)
Baked Global Illumination: Double Sided GIYesYesYes
Realtime Global Illumination: Pre-computed (Enlighten)Yes

Support ends after Unity 6
Yes

Support ends after Unity 6
Yes

Support ends after Unity 6
Realtime Global Illumination: Screen space GINoNoYes
Screen Space ReflectionsYesNoYes
Planar ReflectionsNoNoYes
Raytraced ReflectionsNoNoYes
Screen Space RefractionsNoNoYes
Non directional lightmapYesYesYes
Directional lightmapYesYesYes

Light Probes

Feature

Built-in Render Pipeline

URP

HDRP

Light Probes: BlendingYesYesYes
Light Probes: Custom providedYesYesYes
Light Probes: Occlusion ProbesYesYesYes
Light Probes: Proxy volumes (LPPV)YesNo

Deprecated
Yes

Adaptive Probe Volumes

Feature

Built-in Render Pipeline

URP

HDRP

Probe Volumes: Per pixel lightingNoYesYes
Probe Volumes: Per vertex lightingNoYesNo
Probe Volumes: BlendingNoYesYes
Probe Volumes: Touchup volumesNoYesYes
Probe Volumes: Stream from diskNoYes

Incl. non compute pass for lower end devices.
Yes
Probe Volumes: Sky occlusionNoYesYes
Probe Volumes: Reflection Probes NormalizationNoNoYes

Reflection Probes

Feature

Built-in Render Pipeline

URP

HDRP

Reflection Probes: BakedYesYesYes
Reflection Probes: Real-timeYesYesYes
Reflection Probes: Real-time time sliced all faces at onceYesYesNo
Reflection Probes: Real-time time sliced individual facesYesYesYes
Reflection Probes: On-demand APIYesYesYes
Reflection Probes: Proxy volumesNoNoYes
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.
No

See Reflection Hierarchy.
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 samplingYesYesYes

See Reflection Hierarchy.
Reflection Probes: Distanced based roughnessNoNoYes
Reflection Probes: Box ProjectionYesYesYes
Reflection Probes: Oriented Box ProjectionNoNoYes
Reflection Probes: Sphere ProjectionYesNoYes
Reflection Probes: Per probe resolutionYesNoYes

Raytracing

Feature

Built-in Render Pipeline

URP

HDRP

Ray-traced Ambient OcclusionNoNoYes
Ray-traced Contact ShadowsNoNoYes
Ray-traced Global IlluminationNoNoYes
Ray-traced ReflectionsNoNoYes

Incl. decals
Ray-traced ShadowsNoNoYes
Ray-traced Recursive RenderingNoNoYes
AxF (automotive material)NoNoYes
TerrainNoNoYes

Heightmap only. No support for terrain details and terrain trees. For vegetation on terrain, we recommend using mixed rendering modes for ray traced GI and reflections which allow to support foliage/vegetation & deformation, and for shadows using raster shadows.
VFX Graph particlesNoNoYes
WindowsNoNoYes

Requires DX12, and platforms with hardware supporting RTX.
LinuxNoNoNo
PS5NoNoYes
XBox SeriesNoNoYes

Pathtracing

Feature

Built-in Render Pipeline

URP

HDRP

Lit (Pathtracing support)NoNoYes
Hair (Pathtracing support)NoNoYes
Eye (Pathtracing support)NoNoNo
Fabric (Pathtracing support)NoNoYes
AxF (Pathtracing support)NoNoYes
Decals (Pathtracing support)NoNoYes

Except emissive decals.
Punctual lights (point, spot, directional)NoNoYes

Incl. box spot light
Area LightsNoNoYes

Incl. volumetric fog control
Tube and Disc LightsNoNoYes
Depth of field (Pathtracing support)NoNoYes
Exponential Fog (Pathtracing support)NoNoYes
Anisotropic fog (Pathtracing support)NoNoYes
Local Volumetric fog (Pathtracing support)NoNoNo
HDRI samplingNoNoYes
DenoiserNoNoYes

NVidia Optix™ AI accelerated denoiser or
Intel® Open Image Denoise.
Recorder integrationNoNoYes
VFX Graph particlesNoNoNo

Environment lighting

Feature

Built-in Render Pipeline

URP

HDRP

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 ControllerNoNoYes

Color

HDR

Feature

Built-in Render Pipeline

URP

HDRP

HDR renderingYesYesYes
HDR outputNoYes

Only certain devices are supported, see URP Documentation for more information.
Yes

Use the HDROutputSettings API to configure HDR output options and HDRP's tonemapping HDR options.
See HDRP HDR documentation for more information.

Color space

Feature

Built-in Render Pipeline

URP

HDRP

LinearYes

Requires OpenGLES3.0
YesYes
GammaYesYesNo

Camera

Feature

Built-in Render Pipeline

URP

HDRP

Multi displayYesYesYes
Hardware Dynamic resolutionYesYes

Supported on Vulkan, DirectX 12, Metal, and compatible consoles.
Yes

Supported on Vulkan, DirectX 12, Metal, and compatible consoles.
Software Dynamic resolutionNoNo

Except for XR direct-to-eye rendering.
Yes
Nvidia Deep learning super sampling (DLSS)NoNoYes
AMD FidelityFX™ Super Resolution 1.0NoYesYes
AMD FidelityFX™ Super Resolution 2.0NoNoWindows platforms only.
TAA upsamplerNoNoYes
Unity Spatial Temporal Post Process (STP)NoYesYes
Mip biasNoYesYes
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)YesYesYes
Subpixel morphological anti-aliasing (SMAA)YesYesYes
Temporal anti-aliasing (TAA)Yes

Additional pass to render all object's motion vectors. No override support for transparents.
Yes

Additional pass to render all object's motion vectors. No override support for transparents. No custom motion vectors in ShaderGraph. Not compatible with Dynamic Resolution, MSAA nor Camera Stacking. 16-bits.
Yes

Uses per-shader motion vectors and the stencil buffer to only render motion vectors where needed. Allows custom motion vectors in shaders, for example using the ShaderGraph or Alembic packages. 32-bits (float).
Depth TextureYesYesYes
Depth + Normal TextureYesYesYes
Depth + Normal Texture (affected by decals)NoNoYes

Except if MSAA is enabled.
Color TextureNoYesYes
Motion VectorsYesYesYes
Thickness PassNoNoYes

Optional

Shaders

Authoring workflows

Feature

Built-in Render Pipeline

URP

HDRP

Material VariantsYesYesYes
Shader GraphYesYesYes
ShaderLabYesYes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable).
Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable).
ShaderLab Command: UsePassYesYesYes
ShaderLab Command: GrabPassYesNo

Alternative: Scene color node in ShaderGraph / create a Renderer Feature
No

Alternative: Scene color node in ShaderGraph / create a Custom Pass
Surface ShadersYesNo. For more information about alternatives, refer to Surface shadersNo. For more information about alternatives, refer to Surface shaders.
Diffusion ProfilesNoNoYes

Prebuilt shaders

Feature

Built-in Render Pipeline

URP

HDRP

Camera-relative renderingNoNoYes
Material type: Metallic / StandardYesYesYes
Material type: SpecularYesYesYes
Surface Type and Blend Mode: OpaqueYesYesYes
Surface Type and Blend Mode: Faded (Alpha Blend)YesYesYes

Also supports premultiplied alpha.
Surface Type and Blend Mode: TransparentYesYesYes
Surface Type and Blend Mode: CutoutYesYesYes
Surface Type and Blend Mode: AdditiveNoYesYes
Surface Type and Blend Mode: MultiplyNoYesNo

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

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

Base map when using Material Type Specular
Surface Inputs: MetallicYesYesYes

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

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

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

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

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 MaskYesYesYes

Stored in the B channel of the Mask Map.
Surface Inputs: Emissive MapYesYesYes
Surface Inputs: Transmission MaskNoNoYes

Also available in Shader Graph.
Surface Inputs: Specular OcclusionNoNoYes
Surface Inputs: Planar & Triplanar mappingNo

Alternative: Use ShaderGraph Triplanar node
No

Alternative: Use ShaderGraph Triplanar node
Yes
Included Lighting models: ClearCoatNoYesYes
Included Lighting models: SubSurface ScatteringNoNoYes

Includes Dual Lobe multipliers and diffuse shading power for skin.
Included Lighting models: Colored TranslucentNoNoYes
Included Lighting models: AnisotropyNoNoYes
Included Lighting models: IrridescenceNoNoYes
Included Lighting models: FabricNoNoYes
Included Lighting models: EyeNoNoYes

Eye caustics available in High quality mode.
Included Lighting models: Hair (Approximate)NoNoYes

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

Based on Marshner-Disney parametrization. Cinematic option available to trade performance vs quality.
Add custom Lighting model as a pluginYesNoYes

Pluggable Master Node (undocumented)
Features: Light CookiesYes

Supports grayscale textures
Yes

Supports RGB textures
Yes

Supports RGB textures
Features: Parallax MappingYesYesYes
Features: Light Distance FadeNoNoYes
Features: Shadow Distance FadeYesYesYes

Configure in Shadows Volume.
Features: Shadow Cascade BlendingNoNoYes
Features: GPU InstancingYesYesYes
Features: Double Sided GIYesNoYes
Features: Two SidedNoYes

Configure with the RenderFace property.
Yes

Configure with the Double Side toggle.
Features: Material sorting priorityNoYesYes
Features: Renderer sorting priorityNoNo

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

Use the LitTesselation Shader.
Features: Specular OcclusionNoNoYes

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

Requires per vertex velocity information (for example, Alembic, or using ShaderGraph custom velocity option)
Yes

Requires per vertex velocity information (for example, Alembic, or using ShaderGraph custom velocity option)

Shader Graph

Feature

Built-in Render Pipeline

URP

HDRP

UIYesYesYes
Full screen master nodeNoYesYes
Custom post-processingNoYesYes
Custom render textureYesYesYes
Text Mesh ProNoYesNo
DecalsNoYes

Affect opaque objects only.
Yes

Affect opaque and transparent objects.
Fog VolumeNoNoYes
TerrainNoNoNo
Physically Based SkyNoNoYes

World building

Environment

Feature

Built-in Render Pipeline

URP

HDRP

Terrain system: Physically Based ShaderNoYesYes
Terrain system: Simple Lit (Blinn-Phong) ShaderYesNoNo
Terrain system: SpeedTree ShaderYesYesYes
Terrain system: Paint TreesYesYesYes
Terrain system: VegetationYesYesYes
Terrain system: Terrain DetailsYesYesYes
Terrain system: number of Terrain LayersYes

Unlimited
Yes

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

8
Terrain system: GPU Instanced RenderingYesYesYes
Terrain system: Terrain HolesYesYesYes
Water system: Physically Based ShaderNoNoYes
Water system: Compute based wave simulationNoNoYes
Water system: CPU wave simulation for gameplay integrationNoNoYes

Simulation on CPU (no latency) or on GPU with GPU readback (low latency but high performance).
Water system: Local currentsNoNoYes
Water system: Local foamNoNoYes
Water system: Surface deformerNoNoYes
Water system: Water excluderNoNoYes
Water system: Support for decals (eg: Foam)NoNoYes
Water system: Underwater CausticsNoNoYes
Water system: Under water renderingNoNoYes

Includes Water line rendering.
Water system: Under water volumetricsNoNoYes
SpeedTree 8YesYes

Both Shader Graph and ShaderLab shaders available.
Yes

Shader Graph shader only. Support for subsurface map and motion vectors.
SpeedTree 9YesYes

Shader Graph shaders only.
Yes

Shader Graph shaders only.
Wind ZoneYesYesYes

Sky

Feature

Built-in Render Pipeline

URP

HDRP

Procedural SkyboxYesYesNo

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

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

HDRI Sky supports cubemaps.
PanoramicYesYesYes

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
Physical SkyNoNoYes
Gradient SkyNoNoYes
Sky distortionNoNoYes

Procedural or Flowmap
Cloud layersNoNoYes
Atmospheric ScatteringNoNoYes

Volumetrics

Feature

Built-in Render Pipeline

URP

HDRP

Volumetric CloudsNoNoYes
Linear FogYes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
No
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.
No
Local VolumetricsNoNoYes
3D Render texture for local volumetric fogNoNoYes
Volumetric Material (use ShaderGraph for local volumetric fog)NoNoYes
Fog Scattering & Atmospheric scatteringNoNoYes

Visual effects

Post-processing

Feature

Built-in Render Pipeline

URP

HDRP

Feature supportYes

Uses separate package: Post-Processing V2
Yes

Uses integrated post-processing solution
Yes

Uses integrated post-processing solution
Per-project default effectsNoYes

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

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 and Histogram.
BloomYesYesYes
Chromatic AberrationYesYesYes
Tonemapping (Neutral, ACES, Custom)YesYesYes
White balanceNoYesYes
Color Channel MixerNoYesYes
Color AdjustmentsYesYesYes
Color CurvesYesYesYes
Lift, Gamma, GainYesYesYes
Shadows, Midtones, HighlightsYesYesYes
Split ToningNoNoYes
Depth of FieldYes

Supported types: Bokeh
Yes

Supported types: Bokeh and Gaussian
Yes

Supported types: Bokeh
Physical Depth of FieldNoNoYes
Film GrainYesYesYes
Lens DistortionYesYesYes
Camera Motion BlurYesYesYes
Object Motion BlurYesYesYes
Screen Space ReflectionsYesNoYes
Screen Space RefractionsNoNoYes
VignetteYesYesYes
Panini ProjectionNoYesYes
Screen Space Lens FlaresNoYesYes
Custom post-processingYesYes

Available with Full Screen Pass Renderer Feature.
Yes

Either with script or ShaderGraph.

CPU Particles (Shuriken)

Feature

Built-in Render Pipeline

URP

HDRP

Feature supportYesYesYes

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 ParticlesYesYesYes
Simple lit particlesYes

Uses Blinn Phong.
YesYes
Unlit particlesYesYesYes
Soft ParticlesYesYesYes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
DistortionYesYesYes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Flipbook blendingYesYesYes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
TrailYesYesYes
GPU InstancingYesYesNo

GPU Particles (VFX Graph)

Feature

Built-in Render Pipeline

URP

HDRP

Feature supportNoYes

Compute capable hardware only. OpenGL ES not supported.
Yes

Compute capable hardware only.
Supported Shader graph shadersNoYes

VFX Shader Graph, Lit, Unlit, 2D Sprite Lit, 2D Custom Lit
Yes

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

3D particles and support for sorting layers and sprites. No support for 2D Physics, 2D sprites emitters, nor 2D Lights
No
Lit ParticlesNoYesYes
Simple lit particlesNoNoYes
Unlit particlesNoYesYes
Soft ParticlesNoYesYes
DistortionNoNoYes
Flipbook blendingNoYes

Linear interpolation or flipbook motion vectors
Yes

Linear interpolation or flipbook motion vectors
TrailNoYes

Experimental
Yes

Experimental
Half-resolutionNoNoYes
DecalsNoYesYes
Motion VectorsNoYesYes
Camera BufferNoYes

Depth collision, Color buffer
Yes

Depth collision, Color buffer
InstancingNoYesYes
Skinned Mesh SamplingNoYesYes
6-way lightingNoYesYes
Volumetric Fog OutputNoNoYes
Custom HLSL BlocksNoYesYes

Decals

Feature

Built-in Render Pipeline

URP

HDRP

DecalsNo

Suggested alternative: Projector component.
Yes

Projector decals (Forward or Forward+, using a Decal buffer) or Screen Space Decals (Deferred or Deferred+), decal layers, no emissive decals
Yes

Projector decals (Forward or Deferred, using a Decal Buffer) or Mesh decals, support on transparents (Cluster decals), support decal layers, surface gradients, emissive decals
Decal layersNoNoYes

Other visual effects

Feature

Built-in Render Pipeline

URP

HDRP

Projector componentYesNo

Use the Decal Renderer Feature instead.
No

Use the Decal Projector instead.
Line Renderer componentYesYesYes
Trail Renderer componentYesYes

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 componentYesYesNo

Suggested alternative: Use VFX Graph.
Halo componentYesNo

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. Also check Screen Space Lens Flares (Post processing) that offer an alternative or complementary solution for lens flares.
Yes

Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component. Also check Screen Space Lens Flares (Post processing) that offer an alternative or complementary solution for lens flares.

2D and UI

2D

Feature

Built-in Render Pipeline

URP

HDRP

SpriteYesYesNo
TilemapYesYesNo
Sprite ShapeYesYesNo
Pixel-PerfectYes

Using the "2D Pixel Perfect" package.
Yes

Using the "2D Pixel Perfect" package.
No
2D LightsNoYes

Available when Using 2D Renderer
No
2D ShadowsNoYes

Available when Using 2D Renderer
No
VFX GraphNoYes

Supports 3D particles, sorting layers, ShaderGraph Sprite Lit and Custom Lit targets, Alpha Clipping with Shadergraph Sprite Lit, Unlit and Custom Lit targets.

Does not support 2D Physics, 2D sprites emitters, or 2D Lights.
No

UI

Feature

Built-in Render Pipeline

URP

HDRP

Screen Space - OverlayYesYesYes
Screen Space - CameraYesYesYes
World SpaceYesYesYes
Text Mesh ProYesYesYes

XR

Feature

Built-in Render Pipeline

URP

HDRP

MultipassYesYesYes
Single Pass (double-wide)YesNo

Deprecated
No

Deprecated
Single Pass InstancedYesYesYes

Windows and PSVR only
MultiviewYesYesNo
AR FoundationYesYesNo
Foveated RenderingNoYes

Compatible with Forward on Oculus Quest (Fixed foveated rendering), PSVR2 and VisionPro (eye tracking).
No
HDRYesYesYes

Scripting

Render Pipeline Hooks

Feature

Built-in Render Pipeline

URP

HDRP

Camera.RenderWithShaderYesNo

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: CustomPass with material override
Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer)YesNoNo

Alternative: Custom Passes
Camera.RenderYesYesYes
Light.AddCommandBuffer (LightRemove[All]CommandBuffer)YesNoNo
OnPreCullYesNo

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
No
OnPreRenderYesNo

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
No
OnPostRenderYesNoNo
OnRenderImageYesNo

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: Fullscreen CustomPass
OnRenderObjectYesYes

RenderPipelineManager.endCameraRendering or
ScriptableRenderPass API
No

RenderPipelineManager.endCameraRendering or
Custom Pass
OnWillRenderObjectYesYesYes
OnBecameVisibleYesYesYes
OnBecameInvisibleYesYesYes
Camera Replacement MaterialNoNo

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

Suggested alternative: Custom Pass with Shader override
RenderPipeline.BeginFrameRenderingNoYesYes
RenderPipeline.EndFrameRenderingNoYesYes
RenderPipeline.BeginCameraRenderingNoYesYes
RenderPIpeline.EndCameraRenderingNoYesYes
UniversalRenderPipeline.RenderSingleCameraNoYesNo
ScriptableRenderPassNoYes

This is similar to the CustomPass feature in HDRP.
No
Custom RenderersNoYesNo
CustomPassNoNoYes

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

Optimizations

Feature

Built-in Render Pipeline

URP

HDRP

Batching By ShaderNoYesYes
Batching By MaterialYesYesYes
Batching by Material Property BlocksYesYes

Batched separately from the SRP Batcher
Yes

Batched separately from the SRP Batcher
Real-time batching with SRP BatcherNoYes

Requires OpenGLES 3.1.
Yes
Dynamic Shadows BatchingYesNo

Deprecated.
Yes
GPU Resident DrawerNoYes

Disabled by default. Supported on Forward+ and Deferred+. Supported on Vulkan, DirectX 11, DirectX 12, Metal, and consoles. Disabled on other platforms.
Yes

Enabled by default.
GPU Occlusion CullingNoYes

Supported on Forward+ and Deferred+. Supported on Vulkan, DirectX 11, DirectX 12, Metal, and consoles. Disabled on other platforms.
Yes
GPU InstancingYesYes

Disabled by default when SRP Batcher is enabled.
Yes

Disabled by default when SRP Batcher is enabled.
Render GraphNoYes

Optimized for tile-based GPUs with raster pass merging.
Yes
Dynamic Render Pass CullingNoYesYes

Disabled by default.
Variable Rate Shading APIYes

API only.
Yes

API, and integration with custom Scriptable Renderer Features.
Yes

API, and integration with custom passes.

Debug

Feature

Built-in Render Pipeline

URP

HDRP

Scene View ModesYesYesYes
Volume ExplorerNoYesYes
Rendering debuggerNoYesYes
Runtime GPU profilerNoYesYes
Render Graph viewerNoYesYes
Probe volume debuggerNoYesYes
Color MonitorsNo

Use post processing stack v2
NoYes

Waveform, Parade, Vectorscope
Shader Graph HeatmapYesYesYes
VFX Graph profilerNoYesYes