通用渲染管道(URP)是一个预先构建的脚本渲染管道,由Unity制作。URP提供了对艺术家友好的工作流,让您快速、轻松地跨一系列平台创建优化的图形,从移动设备到高端控制台和pc。
需求
有关需求和兼容性的信息,请参阅需求一节。
URP有什么新内容
有关URP最新版本中有什么新内容的信息,请参阅URP中的新内容一节。
开始使用URP
有关从头开始一个新的URP项目,或者在一个已有的Unity项目中安装URP的信息,请参见Getting started。
更新
有关从以前版本的URP升级到当前版本的信息,或有关从轻量级渲染管道(LWRP)升级到URP的信息,请参阅升级指南。
Unity编辑器兼容性
Package version | Minimum Unity version | Maximum Unity version |
---|---|---|
10.2.x | 2020.2.0b8 | 2020.2.x |
10.1.x | 2020.2.0b8 | 2020.2.x |
10.0.x | 2020.2.0a20 | 2020.2.x |
9.x.x | 2020.1.0b6 | 2020.2.x |
8.2.x | 2020.1.0b6 | 2020.1.x |
8.1.x | 2020.1.0b6 | 2020.1.x |
8.0.x | 2020.1.0a23 | 2020.1.x |
7.4.x | 2019.3.2f1 | 2019.4.x |
7.3.x | 2019.3.2f1 | 2019.4.x |
7.2.x | 2019.3.0f6 | 2019.4.x |
7.1.8 | 2019.3.0f3 | 2019.4.x |
渲染管线的兼容性
使用URP制作的项目与高清渲染管道(HDRP)或内置的渲染管道不兼容。在开始开发之前,必须决定在项目中使用哪个渲染管道。有关选择渲染管道的信息,请参见Unity手册中的渲染管道部分。
Unity播放器系统要求
这个包没有添加任何额外的特定于平台的要求。一般的系统要求适用于Unity玩家。有关Unity系统需求的更多信息,请参见Unity的系统需求。
功能对比表
这个表格提供了通用渲染管道(URP)支持的当前特性的概述,并与Unity内置渲染管道进行了比较。
注意:如果一个特性被标记为 In research(研究中),URP团队仍然在研究如何以及何时实现该特性。如果一个特性被标记为Not supported(不支持),那是因为Unity不打算在任何版本中支持它。
ature | 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 |
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 |
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) Yes (Particles Simple Lit) Yes (Particles Unlit) |
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 Quest PSVR HoloLens 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 |