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Updated the feature comparison table. (#2793)
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Added a clarification about upgrading shaders from built-in to URP.
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oleks-k committed Dec 1, 2020
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Expand Up @@ -5,8 +5,8 @@ This table provides an overview of the current features supported in the Univers
**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<br/>Unity 2019.4 | Universal Render Pipeline |
| ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ |
| Feature | Built-in Render Pipeline<br/>Unity 2019.x. | Universal Render Pipeline |
| --- | --- | --- |
| ***Camera*** | | |
| HDR | Yes | Yes |
| MSAA | Yes | Yes |
Expand All @@ -23,7 +23,7 @@ This table provides an overview of the current features supported in the Univers
| Static Batching (By Shader) | Not supported | Yes |
| Static Batching (By Material) | Yes | Yes |
| Dynamic Batching | Yes | Yes |
| Dynamic Batching (Shadows) | Yes | In research |
| Dynamic Batching (Shadows) | Yes | Not supported |
| GPU Instancing | Yes | Yes |
| ***Color Space*** | | |
| Linear | Yes | Yes |
Expand All @@ -40,8 +40,8 @@ This table provides an overview of the current features supported in the Univers
| ***Realtime Shadows*** | | |
| *Light Types*<br/>Directional<br/>Spot<br/>Point<br/>Area | <br/>Yes<br/>Yes<br/>Yes<br/>Not supported | <br/>Yes - only 1<br/>Yes<br/>In research<br/>Not supported |
| *Shadow Projection*<br/>Stable Fit<br/>Close Fit | <br/>Yes<br/>Yes | <br/>Yes<br>In research |
| *Shadow Cascades*<br/>Number of Cascades<br/>Control by Percentage<br/>Control by Distance | <br/>1, 2 or 4<br/>Yes<br/>Not supported | <br/>1, 2 or 4<br/>Yes<br/>In research |
| *Shadow Resolve Type*<br/>Lighting Pass<br/>Screen Space Pass | <br/>Yes<br/>Yes | <br/>Yes<br/>Yes |
| *Shadow Cascades*<br/>Number of Cascades<br/>Control by Percentage<br/>Control by Distance | <br/>1, 2 or 4<br/>Yes<br/>Not supported | <br/>1, 2 or 4<br/>Yes<br/>Not supported |
| *Shadow Resolve Type*<br/>Lighting Pass<br/>Screen Space Pass | <br/>Yes<br/>Yes | <br/>Yes<br/>No |
| Shadow Bias | Constant clip space offset + normal bias | Offsets shadowmap texels in the light direction + normal bias|
| ***Lightmapping*** | | |
| Enlighten | Yes | Not supported |
Expand All @@ -52,8 +52,8 @@ This table provides an overview of the current features supported in the Univers
| ***Mixed Lighting Mode*** | | |
| Subtractive | Yes | Yes |
| Baked Indirect | Yes | Yes |
| Shadow Mask | Yes | In research |
| Distance Shadow Mask | Yes | In research |
| Shadow Mask | Yes | No |
| Distance Shadow Mask | Yes | No |
| ***Light Probes*** | | |
| Blending | Yes | Yes |
| Proxy Volume (LPPV) | Yes | Not supported |
Expand Down Expand Up @@ -91,7 +91,7 @@ This table provides an overview of the current features supported in the Univers
| Camera-relative Rendering | Not supported | In research |
| *Built-in Lit Uber Shader*<br/>Metallic Workflow<br/>Specular Workflow | Standard Shader<br/>Yes<br/>Yes | [Lit Shader](lit-shader.md)<br/>Yes<br/>Yes |
| *Surface Type and Blend Mode*<br/>Opaque<br/>Faded (Alpha Blend)<br/>Transparent<br/>Cutout<br/>Additive<br/>Multiply | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Not supported<br/>Not supported | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes |
| *Surface Inputs*<br/>Albedo (Base Map)<br/>Specular<br/>Metallic<br/>Smoothness<br/>Ambient Occlusion<br/>Normal Map<br/>Detail Map<br/>Detail Normal Map<br/>Heightmap | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Not supported<br/>Not supported<br/>Not supported |
| *Surface Inputs*<br/>Albedo (Base Map)<br/>Specular<br/>Metallic<br/>Smoothness<br/>Ambient Occlusion<br/>Normal Map<br/>Detail Map<br/>Detail Normal Map<br/>Heightmap | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>No<br/>No<br/>No |
| Light Cookies | Yes | In research |
| Parallax Mapping | Yes | Not supported |
| Light Distance Fade | Not supported | In research |
Expand All @@ -114,7 +114,7 @@ This table provides an overview of the current features supported in the Univers
| OnWillRenderObject | Yes | Yes |
| OnBecameVisible | Yes | Yes |
| OnBecameInvisible | Yes | Yes |
| Camera Replacement Material | Not supported | In research |
| 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 |
Expand Down Expand Up @@ -162,8 +162,8 @@ This table provides an overview of the current features supported in the Univers
| Multipass | Yes | Yes |
| Single Pass | Yes | Yes |
| Single Pass Instanced | Yes | Yes |
| *Post-processing*<br>Oculus Rift<br/>Oculus Quest</br>Oculus Go<br/>Gear VR<br/>PSVR</br>HoloLens<br/>WMR<br/>Magic Leap One<br/>OpenVR| <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>No |
| *Post-processing*<br>Oculus Rift<br/>Oculus Quest</br>PSVR</br>HoloLens<br/>WMR<br/>Magic Leap One | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes | <br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes<br/>Yes |
| ***AR*** | | |
| AR Foundation | No | Yes |
| AR Foundation | Yes | Yes |
| ***Debug*** | | |
| Scene view modes | Yes | In research |
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# Upgrading your Shaders

If your Project uses shaders from the built-in render pipeline, and you want to [switch your Project to use the Universal Render Pipeline instead](InstallURPIntoAProject.md), you must convert those Shaders to the URP Shaders. This is because built-in Lit shaders are not compatible with URP Shaders. For an overview of the mapping between built-in shaders and URP Shaders, see [Shader mappings](#shader-mappings).
Lit shaders from the Built-in Render Pipeline are not compatible with URP shaders. When migrating a project from the Built-in Render Pipeline to URP, it's necessary to convert the shaders.

To upgrade built-in Shaders:
Unity provides the option to convert the built-in (non-custom) Built-in Render Pipeline shaders to URP-compatible shaders. If your project uses custom shaders, you need to convert them manually yo URP-compatible shaders. For information on writing URP-compatible shaders, see [Writing custom shaders](writing-custom-shaders-urp.md).

To convert the built-in (non-custom) Built-in Render Pipeline shaders:

1. Open your Project in Unity, and go to __Edit__ > __Render Pipeline__ > **Universal Render Pipeline**.
2. According to your needs, select either __Upgrade Project Materials to URP Materials__ or __Upgrade Selected Materials to URP Materials__.

**Note:** These changes cannot be undone. Backup your Project before you upgrade it.
For an overview of the mapping between Built-in Render Pipeline shaders and URP shaders, see [Shader mappings](#shader-mappings).

> **Note:** These changes cannot be undone. Backup your project before you upgrade it.
**Tip:** If the Preview thumbnails in Project View are incorrect after you've upgraded, try right-clicking anywhere in the Project View window and selecting __Reimport All__.
> **Tip:** If the Preview thumbnails in Project View are incorrect after you've upgraded, try right-clicking anywhere in the Project View window and selecting __Reimport All__.
For [SpeedTree](https://docs.unity3d.com/Manual/SpeedTree.html) Shaders, Unity does not re-generate Materials when you re-import them, unless you click the **Generate Materials** or **Apply & Generate Materials** button.

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