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