# Feature comparison table
This table provides an overview of the current features supported in the Universal Render Pipeline (URP), compared to the Unity Built-in render pipeline.
**Note:** If a feature is marked __In research__, the URP team is still researching how and when to implement the feature. If a feature is marked as __Not supported__, it's because Unity is not planning to support it in any release.
| Feature | Built-in Render Pipeline
Unity 2018.x, 2019.x, 2020.x. | Universal Render Pipeline |
| --- | --- | --- |
| ***Camera*** | | |
| HDR rendering | Yes | Yes |
| HDR output | Yes | In research |
| MSAA | Yes | Yes |
| Physical Camera | Yes | Yes |
| Dynamic Resolution | Yes | Yes |
| Multi Display | Yes | Yes |
| Stacking | Yes | Yes |
| Flare Layer | Yes | Not supported |
| Depth Texture | Yes | Yes |
| Depth + Normals Texture | Yes | Not supported |
| Color Texture | Not supported | Yes |
| Motion vectors | Yes | In research |
| ***Batching*** | | |
| Static Batching (By Shader) | Not supported | Yes |
| Static Batching (By Material) | Yes | Yes |
| Dynamic Batching | Yes | Yes |
| Dynamic Batching (Shadows) | Yes | Not supported |
| GPU Instancing | Yes | Yes |
| ***Color Space*** | | |
| Linear | Yes | Yes |
| Gamma | Yes | Yes |
| ***Realtime Lights*** | | |
| *Light Types*
Directional
Spot
Point
Area |
Yes
Yes
Yes
Rectangle (Baked) |
Yes
Yes
Yes
Rectangle (Baked) |
| Inner Spot Angle | Not supported | Yes |
| Shading | Multiple Passes | Single Pass |
| *Culling*
Per-Object
Per-Layer |
Yes
Yes |
Yes
Yes |
| *Light Limits*
Main Directional Light
Per Object
Per Camera |
1
Unlimited
Unlimited |
1
8 (4 for GLES2). Can be point, spot, and directional Lights.
256 (16 for GLES 3.0 or lower, 32 on other mobile platforms) |
| Attenuation | Legacy | InverseSquared |
| Vertex Lights | Yes | Yes |
| SH Lights | Yes | In research |
| ***Realtime Shadows*** | | |
| *Light Types*
Directional
Spot
Point
Area |
Yes
Yes
Yes
Not supported |
Yes - only 1
Yes
Yes
Not supported |
| *Shadow Projection*
Stable Fit
Close Fit |
Yes
Yes |
Yes
In research |
| *Shadow Cascades*
Number of Cascades
Control by Percentage
Control by Distance |
1, 2 or 4
Yes
Not supported |
1–4
Yes
Yes |
| *Shadow Resolve Type*
Lighting Pass
Screen Space Pass |
Yes
Yes |
Yes
No |
| Shadow Bias | Constant clip space offset + normal bias | Offsets shadowmap texels in the light direction + normal bias|
| ***Lightmapping*** | | |
| Enlighten Baked Global Illumination | Yes |Yes |
| Progressive Lightmapper, CPU | Yes | Yes |
| Progressive Lightmapper, GPU | Yes | Yes |
| ***Real-time Global Illumination*** | | |
| Enlighten Realtime Global Illumination | Yes | Yes |
| ***Mixed Lighting Mode*** | | |
| Subtractive | Yes | Yes |
| Baked Indirect | Yes | Yes |
| Shadowmask | Yes | Yes (Forward Rendering Path) |
| Distance Shadowmask | Yes | Yes (Forward Rendering Path) |
| ***Light Probes*** | | |
| Blending | Yes | Yes |
| Proxy Volume (LPPV) | Yes | Not supported |
| Custom Provided | Yes | Yes |
| Occlusion Probes | Yes | Yes |
| ***Reflection Probes*** | | |
| Realtime | Yes | Yes |
| Baked | Yes | Yes |
| *Sampling*
Simple
Blend Probes
Blend Probes and Skybox |
Yes
Yes
Yes |
Yes
In research
In research |
| Box Projection | Yes | In research |
| ***Lightmap Modes*** | | |
| Non-Directional | Yes | Yes |
| Directional | Yes | Yes |
| ***Environmental lighting*** | | |
| *Source*
Skybox
Gradient
Color |
Yes
Yes
Yes |
Yes
Yes
Yes |
| *Ambient Mode*
Realtime
Baked |
Yes
Yes |
In research
Yes |
| ***Skybox*** | | |
| Procedural | Yes | Yes |
| 6 Sided | Yes | Yes |
| Cubemap | Yes | Yes |
| Panoramic | Yes | Yes |
| ***Fog*** | | |
| Linear | Yes | Yes |
| Exponential | Yes | Yes |
| Exponential Squared | Yes | Yes |
| ***Visual Effects Components*** | | |
| Halo | Yes | Not supported |
| Lens Flare | Yes | Not supported |
| Trail Renderer | Yes | Yes |
| Billboard Renderer | Yes | Yes |
| Projector | Yes | Not supported |
| ***Shaders (General)*** | | |
| Shader Graph | Not supported | Yes |
| Surface Shaders | Yes | Not supported |
| Camera-relative Rendering | Not supported | In research |
| *Built-in Lit Uber Shader*
Metallic Workflow
Specular Workflow | Standard Shader
Yes
Yes | [Lit Shader](lit-shader.md)
Yes
Yes |
| *Surface Type and Blend Mode*
Opaque
Faded (Alpha Blend)
Transparent
Cutout
Additive
Multiply |
Yes
Yes
Yes
Yes
Not supported
Not supported |
Yes
Yes
Yes
Yes
Yes
Yes |
| *Surface Inputs*
Albedo (Base Map)
Specular
Metallic
Smoothness
Ambient Occlusion
Normal Map
Detail Map
Detail Normal Map
Heightmap |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
| Light Cookies | Yes | In research |
| Parallax Mapping | Yes | Yes |
| Light Distance Fade | Not supported | In research |
| Shadow Distance Fade | Yes | In research |
| Shadow Cascade Blending | Not supported | In research |
| GPU Instancing | Yes | Yes |
| Double Sided GI | Yes | Yes |
| Two Sided | Not supported | Yes |
| Order In Layer | Not supported | Yes |
| ***Render Pipeline Hooks*** | | |
| Camera.RenderWithShader | Yes | Not supported |
| Camera.AddCommandBuffer*
(Camera.Remove[All]CommandBuffer*) | Yes | Not supported |
| Camera.Render | Yes | Not supported |
| Light.AddCommandBuffer*
(LightRemove[All]CommandBuffer*) | Yes | Not supported |
| OnPreCull | Yes | Not supported |
| OnPreRender | Yes | Not supported |
| OnPostRender | Yes | Not supported |
| OnRenderImage | Yes | Not supported |
| OnRenderObject | Yes | Yes |
| OnWillRenderObject | Yes | Yes |
| OnBecameVisible | Yes | Yes |
| OnBecameInvisible | Yes | Yes |
| Camera Replacement Material | Not supported | Yes, with a custom Pass |
| RenderPipeline.BeginFrameRendering | Not supported | Yes |
| RenderPipeline.EndFrameRendering | Not supported | Yes |
| RenderPipeline.BeginCameraRendering | Not supported | Yes |
| RenderPipeline.EndCameraRendering | Not supported | Yes |
| UniversalRenderPipeline.RenderSingleCamera | Not supported | Yes |
| ScriptableRenderPass | Not supported | Yes |
| Custom Renderers | Not supported | Yes |
| ***Post-processing*** | Uses Post-Processing Version 2 package | Uses integrated [post-processing solution](integration-with-post-processing.md) |
| Ambient Occlusion (MSVO) | Yes | In research |
| Auto Exposure | Yes | Not supported |
| Bloom | Yes | Yes |
| Chromatic Aberration | Yes | Yes |
| Color Grading | Yes | Yes |
| Depth of Field | Yes | Yes |
| Grain | Yes | Yes |
| Lens Distortion | Yes | Yes |
| _Motion Blur_
Camera
Object |
Yes
Not supported |
Yes
In research |
| Screen Space Reflections | Yes | Not supported |
| Vignette | Yes | Yes |
| ***Particles*** | | |
| VFX Graph (GPU) | Not supported | Yes |
| Particles System (CPU) | Yes | Yes |
| *Shaders*
Physically Based
Simple Lighting (Blinn Phong)
Unlit |
Yes
Yes
Yes |
Yes ([Particles Lit](particles-lit-shader.md))
Yes ([Particles Simple Lit](particles-simple-lit-shader.md))
Yes ([Particles Unlit](particles-unlit-shader.md)) |
| Soft Particles | Yes | Yes |
| Distortion | Yes | Yes |
| Flipbook Blending | Yes | Yes |
| ***Terrain*** | | |
| *Shaders*
Physically Based
Simple Lighting (Blinn-Phong)
Unlit
Speed Tree
Vegetation
Detail |
Yes
Yes
Not supported
Yes
Yes
Yes |
Yes
In research
In research
Yes
Yes
Yes |
| Wind Zone | Yes | Yes |
| Number of Layers | Unlimited | 8 |
| GPU Patch Generation | Yes | Yes |
| Surface Mask | Not supported | In research |
| ***2D*** | | |
| Sprite | Yes | Yes |
| Tilemap | Yes | Yes |
| Sprite Shape | Yes | Yes |
| Pixel-Perfect | Yes - using the 2D Pixel Perfect Package | Yes |
| 2D Lights | Not supported | Yes |
| ***UI (Canvas Renderer)*** | | |
| Screen Space - Overlay | Yes | Yes |
| Screen Space - Camera | Yes | Yes |
| World Space | Yes | Yes |
| Text Mesh Pro | Yes | Yes |
| ***VR*** | | |
| Multipass | Yes | Yes |
| Single Pass | Yes | Yes |
| Single Pass Instanced | Yes | Yes |
| *Post-processing*
Oculus Rift
Oculus QuestPSVRHoloLens
WMR
Magic Leap One |
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes |
| ***AR*** | | |
| AR Foundation | Yes | Yes |
| ***Debug*** | | |
| Scene view modes | Yes | In research |