Note: This page is subject to change during the 2019.1 beta cycle.
Feature comparison
This is an overview of how features work in the Unity built-in Render Pipeline and in the Lightweight Render Pipeline.
Unity Built-in render pipeline | Lightweight Render Pipeline | |
---|---|---|
Platform Coverage | All | All |
Rendering Paths | Multi-pass Forward Multi-pass Deferred |
Single-pass Forward |
Lighting Attenuation | Separate precomputed attenuation textures for Point and Spot Vertex light attenuation does not reach 0 intensity at range boundary. |
Physically Based Light Attenuation. Light intensity decreases by the inverse-square law. |
Color Space | Linear with sRGB light intensity sRGB |
Linear with linear light intensity sRGB. |
Realtime Lights | Directional, Spot and Point Amount of pixel lights controlled by Quality Settings Forward path limited to 8 pixel lights. Supports up to 4 vertex point lights. |
Directional, Spot and Point Amount of pixel lights controlled by LWRP Asset 1 Main Directional light, always shaded per pixel Up to 8 additional lights that can be shaded per pixel or per vertex |
Light Modes | Baked Mixed - Baked Indirect - Shadow Mask - Distance Shadowmask - Subtractive Realtime |
Baked Mixed (WIP / ETA Unity 19.1) - Baked Indirect - Shadow Mask - Subtractive Realtime |
Global Illumination | Directional, Spot, Point and Rectangular Area Lights Baked Lightmap (Non-Directional and Directional) Light Probes Realtime Dynamic Lightmap Realtime Lightprobes |
Directional, Spot, Point and Rectangular Area Lights Baked Lightmap (Non-Directional and Directional) Light Probes Realtime GI Not Supported. |
Light Culling | Per-Object. No Compute. | Per-Object. No Compute. |
Shader Library | Dozens of non physically based shaders specializations Unified Standard PBS Shaders Metallic workflow Specular workflow Roughness workflow |
Unified non-physically based shader (Simple Lit) Unified physically based shader (Lit) that covers Metallic and Specular workflows |
Physically Based Shading | Disney Diffuse + Cook Torrance (GGX, Smith, Schlick) Specular Lambertian Diffuse + Simplified Cook Torrance (GGX, Simplified KSK and Schlick) Specular Lambertian Diffuse + Non-Microfaceted LUT Specular |
Lambertian Diffuse + Simplified Cook Torrance (GGX, Simplified KSK and Schlick) Specular |
Light Cookies | Monochrome | Single light cookie support for the main light. |
Light Probes Modes | One interpolated probe LPPV |
One interpolated probe |
Reflection Probes | Sorted per-object Blend between at most 2 probes |
Sorted per-object No blending |
Shadows Features | PSSM Stable and Close FitĀ· Filtering: PCF No depth clip. Pancaking done in vertex. |
PSSM Stable Fit Filtering: PCF No depth clip. Pancaking done in vertex. |
Shadow Modes | Light Space Screen Space |
Light Space Screen Space |
Shadow Casting Lights | Directional, Spot, Point Multiple shadow light casters, one per pass. |
Directional and Spot Single shadow light caster supported as main light. |
General | ||
Camera | Sorts camera by depth value Stack Management Groups by common camera state Handles depth state between cameras |
Sorts camera by depth value No stack management RenderTarget scale supported Game renders at scaled resolution UI renders at native resolution |
Anti-Aliasing | MSAA TAA |
MSAA |
Pipeline Additional Data | Motion Vectors | None |
Post-Processing | Legacy Post-Processing stack New Post-Processing Stack |
Subset of the new Post-Processing Stack FX No support for: - TAA - Motion Blur - SSR |
Debug option | Display GBuffer Display various bake lighting view mode |
|
Sky lighting | Procedural Sky Cubemap/LatLong Sky Ambient Lighting |
Procedural Sky Cubemap Ambient Lighting |