因为Unity版本为2020.3.20,推荐使用Universal RP 10.6.0,所以去看了这个版本的文档。
而unity.cn也未对此部分做中文解释:
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所以只能去看外文网站了,蹩脚的英文水平,加上蹩脚的翻译软件,勉强读吧。
1、版本支持
| Package version | Minimum Unity version | Maximum Unity version |
|---|---|---|
| 10.6.x | 2020.3.4f1 | 2020.3.x |
2、与Built-in Render Pipeline的功能比较
与Unity内置渲染管道相比,下表概述了通用渲染管道(URP)支持的当前功能。
注意:如果被标记为In research,URP团队仍在研究如何以及何时实现该功能。如果一个特性被标记为Not supported,那是因为Unity不打算在任何版本中支持它。
| 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 In research 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 | Yes | Not supported |
| Progressive Lightmapper, CPU | Yes | Yes |
| Progressive Lightmapper, GPU | Yes | Yes |
| Realtime Global Illumination | ||
| Enlighten | Yes | Not supported |
| 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 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 | </

本文深入探讨Unity的Universal Render Pipeline(URP),重点介绍了其与内置渲染管道的差异。URP支持HDR渲染、多显示器、动态分辨率等功能,并提供了相机、光照、后处理等方面的定制选项。尽管一些特性如FlareLayer和ColorTexture不被支持,但URP通过ShaderGraph等工具增强了着色器的灵活性。此外,URP还涵盖了移动设备、VR和AR的兼容性,以及自定义渲染效果的创建。文章最后讨论了URP中的Shader、Materials以及ShaderStripping等话题,展示了如何升级和优化项目以适应URP。
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