FeatureModel_en.md

December 25, 2025 · View on GitHub

Feature Differences in Each Render Pipeline

FunctionBuilt-InURPURP 3D as 2D (Unity6.3+)HDRP
1. Modes
  Standard:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  With Advanced Control Map:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
2. Shader Settings
  Culling:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Stencil:heavy_check_mark::heavy_check_mark::x::x:
  Stencil Value:heavy_check_mark::heavy_check_mark::x::x:
  Clipping:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Clipping Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Invert Clipping Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Use Base Map Alpha as Clipping Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
3. Three Color Map and Control Map Settings
  Base Map:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  1st Shading Map:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  2nd Shading Map:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Normal Map:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Shadow Control Maps:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
4. Shading Steps and Feather Settings
  Base Color Step:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Base Shading Feather:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Shading Color Step:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Point Light Step Offset:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Filter Point Light Highlights:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
5. Highlight Settings
  Highlight Power:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Specular Mode:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Color Blending Mode:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Highlight Blending on Shadows:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Highlight Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Highlight Mask Level:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
6. Rim Light Settings
  Rim Light Color:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Rim Light Level:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Adjust Rim Light Area:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Inverted Light Direction Rim Light:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Rim Light Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
7. Material Capture(MatCap) Settings
  MatCap Map:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  MatCap Blur Level:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Color Blending Mode:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Scale MatCap UV:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Rotate MatCap UV:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Stabilize Camera Rolling:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Normal Map:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Rotate Normal Map UV:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  MatCap Blending on Shadows:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  MatCap Camera Mode:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  MatCap Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  MatCap Mask Level:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Invert MatCap Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
8. Emission Settings
  Emission Map:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Use the alpha channel of Emissive Map as a Clipping mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Emission Map Animation:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Base Speed (Time):heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Animation Mode:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Scroll U/X direction:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Scroll V/Y direction:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Rotate around UV center:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Ping-pong moves for base:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Color Shifting with Time:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Color Shifting with View Angle:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
9. Angel Ring Projection Settings
  Angel Ring:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Offset U/V:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Alpha Channel as Clipping Mask:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
10. Scene Light Effectiveness Settings for all UTS color properties:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
11. Metaverse Settings
  Metaverse Light:heavy_check_mark::heavy_check_mark::heavy_check_mark::x:
  Metaverse Light Intensity:heavy_check_mark::heavy_check_mark::heavy_check_mark::x:
  Metaverse Light Direction:heavy_check_mark::heavy_check_mark::heavy_check_mark::x:
12. Outline Settings
  Outline Mode:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Outline Width:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Outline Color:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Blend Base Color to Outline:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Offset Outline with Camera Z-axis:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Camera Distance for Outline Width:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Outline Color Map:heavy_check_mark::heavy_check_mark::heavy_check_mark::heavy_check_mark:
  Rotate around UV center:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Ping-pong moves for base:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Color Shifting with Time:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
  Color Shifting with View Angle:heavy_check_mark::heavy_check_mark::x::heavy_check_mark:
13.Tessellation SettingsDX11/DX12/Vulkan/Metal:no_entry_sign::no_entry_sign:DX11/DX12/Vulkan/Metal
14. EV Adjustment in high intensity light scenes:no_entry_sign::no_entry_sign::no_entry_sign::heavy_check_mark:
15. DXR (ray-traced) shadows:no_entry_sign::no_entry_sign::no_entry_sign::heavy_check_mark:
16. Box Light:no_entry_sign::no_entry_sign::no_entry_sign::heavy_check_mark:
17. Rendering Paths
  Forward:heavy_check_mark::heavy_check_mark::no_entry_sign::heavy_check_mark:
  Forward+:no_entry_sign::heavy_check_mark::no_entry_sign::no_entry_sign:
  Deferred:x::x::no_entry_sign::heavy_check_mark:
  Deferred+:no_entry_sign::x::no_entry_sign::no_entry_sign:
  2D:no_entry_sign::no_entry_sign::heavy_check_mark::no_entry_sign:

Notes:

  • :heavy_check_mark: : Supported
  • :no_entry_sign: : Not supported (e.g. limitations in the render pipeline, etc)
  • :x: : Currently not available