diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md index b07508e96a1..ce0c7033b8d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md @@ -4,11 +4,12 @@ The tables that follow provide an overview of the **Features** that the High Def ## Camera -| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** (HDRP) | +| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ----------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| HDR | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes. | -| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

If you use the Post-processing v2 package, this Render Pipeline also supports:
•Temporal anti-aliasing (TAA).
•Fast approximate anti-aliasing(FXAA).
•Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
•MSAA, for the Forward Renderer.
•TAA.
•FXAA.
•SMAA. | -| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
•Calculate the Camera's field of view.
•Calculate the exposure of the Scene.
•Calculate the result of certain post-processing effects.. | +| HDR rendering | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes | +| HDR output | Yes | No, however this feature is in research for HDRP. For more information, see [High dynamic range](https://docs.unity3d.com/Manual/HDR.html). | +| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

If you use the Post-processing v2 package, this Render Pipeline also supports:
• Temporal anti-aliasing (TAA).
• Fast approximate anti-aliasing(FXAA).
• Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
• MSAA, for the Forward Renderer.
• TAA.
• FXAA.
• SMAA. | +| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
• Calculate the Camera's field of view.
• Calculate the exposure of the Scene.
• Calculate the result of certain post-processing effects.. | | Dynamic Resolution | | | | Hardware | Not supported | Yes but only for consoles. | | Software | Yes. Limited. | Yes. On all platforms. | @@ -26,9 +27,9 @@ The tables that follow provide an overview of the **Features** that the High Def | ---------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | Light Types | | | | Directional | Yes | Yes | -| Spot | Yes | Yes. Supports the following shapes:
•Cone.
•Pyramid.
•Box. | +| Spot | Yes | Yes. Supports the following shapes:
• Cone.
• Pyramid.
• Box. | | Point | Yes | Yes | -| Area | Yes. Supports the following shapes:
•Rectangle.
•Disk (baked only). | Yes. Supports the following shapes:
•Rectangle.
•Tube.
•Disk (baked only). | +| Area | Yes. Supports the following shapes:
• Rectangle.
• Disk (baked only). | Yes. Supports the following shapes:
• Rectangle.
• Tube.
• Disk (baked only). | | Inner Spot Angle | Not supported | Yes | | Shading | Multiple Passes | Tiled/Clustered | | Culling | | | @@ -61,7 +62,7 @@ The tables that follow provide an overview of the **Features** that the High Def | Shadow Resolve Type | | | | Lighting Pass | Yes | Yes | | Screen Space Pass | Yes | Yes | -| Shadow Bias | Yes. Supports the following types:
•Constant clip space offset.
•Normal bias. | Yes. Supports the following types:
•Slope bias.
•Normal bias. | +| Shadow Bias | Yes. Supports the following types:
• Constant clip space offset.
• Normal bias. | Yes. Supports the following types:
• Slope bias.
• Normal bias. | ## Batching @@ -115,14 +116,14 @@ The tables that follow provide an overview of the **Features** that the High Def | Realtime | Yes | yes | | Baked | Yes | Yes | | Sampling | | | -| Simple | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). | -| Blend Probes | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). | -| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). | +| Simple | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| Blend Probes | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | | Projection | | | | Box | Yes | Yes | | Sphere | No | Yes | | Proxy Volume | Not supported | Yes | -| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
•Planar Reflection Probes.
•Screen space reflection.
•Ray-traced reflection. | +| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
• Planar Reflection Probes.
• Screen space reflection.
• Ray-traced reflection. | ## Global Illumination (Lightmap Modes) @@ -136,9 +137,9 @@ The tables that follow provide an overview of the **Features** that the High Def | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------ | ------------------------ | ------------------------------------------------------------ | | Source | | | -| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. | -| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. | -| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. | +| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | | Ambient Mode | | | | Realtime | Yes | Yes | | Baked | Yes | Yes | @@ -159,7 +160,7 @@ The tables that follow provide an overview of the **Features** that the High Def | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------- | ------------------------ | ------------------------------------------------------------ | | Linear | Yes | Not supported | -| Exponential | Yes | Yes. The [Fog Override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Fog.html) uses exponential fog. | +| Exponential | Yes | Yes. The [Fog Override](Override-Fog.md) uses exponential fog. | | Exponential Squared | Yes | Not supported | | Local Volumetric | No | Yes | @@ -169,7 +170,7 @@ The tables that follow provide an overview of the **Features** that the High Def | --------------------------- | --------------------------------------------- | ------------------------------------------------------------ | | Shader Graph | Not supported | Yes | | Surface Shaders | Yes | Not supported | -| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Camera-Relative-Rendering.html). | +| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](Camera-Relative-Rendering.md). | | Standard Lit Shader | | | | Metallic Workflow | Yes | Yes | | Specular Workflow | Yes | Yes | @@ -181,8 +182,8 @@ The tables that follow provide an overview of the **Features** that the High Def | Additive | Not supported | Yes | | Multiply | Not supported | Not supported | | Decals | Not supported | Yes. To create decals in HDRP, you can use a decal Mesh or a decal projector. | -| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps]() to combine maps such ask albedo, normals, and smoothness | -| Advanced Material Options | None | HDRP supports the following advanced Materials:
•Anisotropic.
•Subsurface Scattering.
•Iridescence.
•Translucence. | +| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps](Mask-Map-and-Detail-Map.md) to combine maps such ask albedo, normals, and smoothness | +| Advanced Material Options | None | HDRP supports the following advanced Materials:
• Anisotropic.
• Subsurface Scattering.
• Iridescence.
• Translucence. | | Surface Inputs | | | | Albedo (Base Map) | Yes | Yes | | Specular | Yes | Yes | @@ -241,8 +242,8 @@ The tables that follow provide an overview of the **Features** that the High Def | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | --------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | Implementation | Uses Post-Processing Version 2 package. | Native Post-Processing solution embedded in HDRP package | -| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
•Multi-scale ambient occlusion. | Yes. HDRP supports:
•Ground truth ambient occlusion.
•[Ray-traced ambient occlusion](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Ray-Traced-Ambient-Occlusion.html). | -| Exposure | Yes. The **Built-in Render Pipeline** supports:
•Fixed exposure.
•Automatic exposure. | Yes. HDRP supports:
•Fixed exposure.
•Automatic (Eye adaptation).
•Curve Mapping.
•Physical Camera settings | +| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
• Multi-scale ambient occlusion. | Yes. HDRP supports:
• Ground truth ambient occlusion.
• [Ray-traced ambient occlusion](Ray-Traced-Ambient-Occlusion.md). | +| Exposure | Yes. The **Built-in Render Pipeline** supports:
• Fixed exposure.
• Automatic exposure. | Yes. HDRP supports:
• Fixed exposure.
• Automatic (Eye adaptation).
• Curve Mapping.
• Physical Camera settings | | Bloom | Yes | Yes | | Chromatic Aberration | Yes | Yes | | Color Grading / Tonemapping | Yes | Yes |