Version: 1.3
语言 : 中文
渲染管线简介
How to get, set, and configure the active render pipeline

Render pipeline feature comparison

This page contains information on feature support in the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
, the Universal Render Pipeline (URP), and the High Definition Render Pipeline (HDRP). It also contains suggested alternatives for certain features.

For ease of reference, features are broken down into the following categories:

Platform Support

功能 内置渲染管线 URP HDRP
Windows Yes

DirectX 11. DirectX 12.
MacOS
Linux
XBox One
XBox Series
PlayStation 4
PlayStation 5
Stadia
Nintendo Switch
iOS
Android
OpenHarmony
Desktop VRVirtual Reality More info
See in Glossary
Mobile VR
Hololens
WebGL

光照

Lights

功能 内置渲染管线 URP HDRP
Directional
Spot Yes

Supported shapes: Cone
Yes

Supported shapes: Cone
Yes

Supported shapes: Cone, Pyramid, Box
Point
Area Yes

Supported shapes: Rectangle (only with Enlighten Realtime Global Illumination), Disc (baked only)
Yes

Supported shapes: Rectangle (baked only), Disc (baked only)
Yes

Supported shapes: Rectangle (real-time and baked), Tube (real-time only), Disc (baked only)
Inner Spot angle
Shading technique Yes

Multiple passes
Yes

Single pass only
Yes

Hybrid tile and cluster
Culling Per Object
Culling Per Tile
Culling Per Layer Yes

Based on GameObject layers
Yes

Based on dedicated Rendering layers
Yes

Based on dedicated Light layers
Multiple directional lights Yes

Supports shadowing for one directional light at a time.
Yes

Supports shadowing for one directional light at a time. To simulate more, use Spot light with a Box shape.
Number of real-time lights per object Unlimited In Deferred: unlimited.

In Forward: 4 for GLES2, 8 for all other graphics APIs.

In Forward+: unlimited. The per Camera limit applies.
Unlimited
Number of real-time lights per Camera Unlimited On mobile platforms: 32.

On OpenGL ES 3.0 and earlier: 16.

On other platforms: 256.
In Deferred: 63 per 8x8 pixel tile.

In Forward: 63 per 16x16 pixel cluster.

You can disable the cap for the deferred rendering path in Frame Settings > Light Loop Debug > Deferred Tile. This will affect performance.
Light attenuation type Yes

Legacy
Yes

InverseSquared
Yes

InverseSquared
Vertex Lights
SH Lights
Light Cookies Yes

Only shape, no color (Alpha channel).
Yes

Colored cookie (RGB)
Yes

Colored cookie (RGB)
IES Lights
Light Distance Fade
Physical light units
Light anchor tool

Shadows

功能 内置渲染管线 URP HDRP
Directional Light Shadows
Multiple Directional Light Shadows
Directional Light Cascade Shadows Yes

1, 2, or 4 cascades, control by percentage only.
Yes

1, 2, or 4 cascades. Control by percentage, or switch to meters.

Settings are in URP asset.
Yes

1 to 4 cascades. Control by percentage or distance.

Settings are in Volumes.
Shadow Cascade Blending
Spot Light Shadows
Point Light Shadows
Area Light Shadows Yes

Only for rectangle shape
Stable Fit Shadow Projection
Close Fit Shadow Projection
Shadow Lighting Pass
Shadow Screen Space Pass Yes

Mostly used for Raytracing.
Shadow bias Yes

Supported types: Constant clip space offset. Normal bias
Yes

Supported types: Offsets shadowmap texels in the light direction, Normal bias
Yes

Supported types: Slope bias, Normal bias
PCF filtering (Percentage Closer Filtering) Yes

PCF Tent 5x5
Yes

For Point and Spot lights in “Low” (PCF 3x3 4 taps) and “Medium” (PCF 5x5 9 taps) quality settings, and for Directional lights in “Low” (PCF 5x5 9 taps) and “Medium” (PCF Tent 5x5 9 taps) quality settings.
PCSS filtering (Percentage Closer Soft Shadows) Yes

For Point and Spot lights, Directional lights and Area lights when in “High” quality in the HDRP settings for each kind of light.
EVSM filtering (Exponential Variance Shadow Mapping) Yes

For area lights only in all quality settings except “High”.
Shadow update modes Yes

Every frame, On Enable, On Demand. Each cascade can be updated independently using the API (RequestSubShadowMapRendering)
Resolution settings Yes

Configured in Quality Settings.
Yes

Configured in URP Lighting Settings.
Yes

Configure shadowmap resolution or budget per Light, and configure shadow atlas size in HDRP Asset.
Dynamic rescale
Directional light shadow caching
Punctual and Area lights shadow caching
Dynamic Shadow Casters
Static Shadow Casters
Contact Shadows
Micro Shadows
Shadow Cascade Volume Controller
Shadow Distance Fade Yes

Configure in Shadows Volume.
Shadow Mask Yes

Configure per scene.
Yes

Configure per scene.
Yes

Configure per Light.
Distance Shadow Mask Yes

Configure per scene.
Yes

Forward Rendering Path only.
Yes

Configure per Light.
Transparent objects casting shadows Yes

Use the Transparent Cutout shaders for objects with “gaps” such as fences, vegetation, etc. or custom pixel-lit shaders using the Geometry render queue. Opacity can affect shadow intensity using dithering.
No

Alpha clipping only.
Yes

Raytracing only (incl support of colored shadows). For raster, alpha clipping only (use Alpha clipping > Shadow threshold option).
Transparent objects receiving shadows
Shadow tint Yes

Shadow tint or penumbra tint options
Shadow matte Yes

Use Unlit master node and “Enable Shadow Matte”
Shadow Layers

Global Illumination

功能 内置渲染管线 URP HDRP
Baked Global Illumination: Progressive CPU Lightmapper
Baked Global Illumination: Progressive GPU Lightmapper
Baked Global Illumination: Enlighten Lightmapper No

Deprecated
No

Deprecated
No

Deprecated
Baked Global Illumination: Mixed Lighting modes Yes

Subtractive, Baked indirect, Shadow Mask, Distance Shadow mask
Yes

Subtractive, Baked indirect, Shadow mask
Yes

Baked indirect, Shadow Mask (per light setting), Distance Shadow mask (per light setting)
Baked Global Illumination: Double Sided GI
Realtime Global Illumination: Pre-computed (Enlighten) Yes

Support ends after Unity 2024 LTS
Yes

Support ends after Unity 2024 LTS
Yes

Support ends after Unity 2024 LTS
Realtime Global Illumination: Screen space GI
Screen Space Reflections
Planar Reflections
Raytraced Reflections
Screen Space Refractions
Non directional lightmap
Directional lightmap

Light Probes

功能 内置渲染管线 URP HDRP
Light Probes: Blending
Light Probes: Custom provided
Light Probes: Occlusion Probes
Light Probes: Proxy volumes (LLPV) No

Deprecated

Adaptive Probe Volumes

功能 内置渲染管线 URP HDRP
Probe Volumes: Per pixel lighting Yes

Experimental
Probe Volumes: Blending Yes

Experimental
Probe Volumes: Touchup volumes Yes

Experimental

Reflection Probes

功能 内置渲染管线 URP HDRP
Reflection Probes: Baked
Reflection Probes: Real-time
Reflection Probes: Real-time time sliced all faces at once
Reflection Probes: Real-time time sliced individual faces
Reflection Probes: On-demand API
Reflection Probes: Proxy volumes
Reflection Probes: Simple sampling Yes

Choose per-object how to sample reflection probes.
Yes

Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends.
No

See Reflection Hierarchy.
Reflection Probes: Blend probes sampling Yes

Choose per-object how to sample reflection probes.

Blend up to 2 reflection probes.
Yes

Choose in the URP asset whether URP always performs simple sampling from reflection probes, or if it blends.

If blending is enabled, URP always blends sky + 1 local probe, or 2 probes if there is no sky.
Yes

No blending limit. All reflections including planar blend between each other.
Reflection Probes: Blend probes and skybox sampling Yes

See Reflection Hierarchy.
Reflection Probes: Distanced based roughness
Reflection Probes: Box Projection
Reflection Probes: Oriented Box Projection
Reflection Probes: Sphere Projection
Reflection Probes: Per probe resolution

Raytracing

功能 内置渲染管线 URP HDRP
Ray-traced Ambient Occlusion Yes

Preview.
Ray-traced Contact Shadows Yes

Preview.
Ray-traced Global Illumination Yes

Preview.
Ray-traced Reflections Yes

Preview.
Ray-traced Shadows Yes

Preview.
Ray-traced Recursive Rendering Yes

Preview.
AxF (automotive material) Yes

Preview.
Terrain Yes

Preview. Heightmap only. No support for terrain details and terrain trees. For vegetation on terrain, we recommend using mixed rendering modes for ray traced GI and reflections which allow to support foliage/vegetation & deformation, and for shadows using raster shadows.
VFX Graph particles
Windows Yes

Preview. Requires DX12, and platforms with hardware supporting RTX.
Linux
PS5 Yes

Preview.
XBox Series Yes

Preview.

Pathtracing

功能 内置渲染管线 URP HDRP
Lit (Pathtracing support) Yes

Preview.
Hair (Pathtracing support) Yes

Preview.
Eye (Pathtracing support)
Fabric (Pathtracing support) Yes

Preview.
AxF (Pathtracing support) Yes

Preview.
Decals (Pathtracing support)
Depth of field (Pathtracing support) Yes

Preview.
Exponential Fog (Pathtracing support) Yes

Preview.
Anisotropic fog (Pathtracing support) Yes

Preview.
Local Volumetric fog (Pathtracing support)
HDRI sampling Yes

Preview.
Denoiser Yes

Preview. NVidia Optix™ AI accelerated denoiser or
Intel® Open Image Denoise.
Recorder integration Yes

Preview.

Environment lighting

功能 内置渲染管线 URP HDRP
Skybox Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Gradient Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Color Yes

Per project. Set in the Lighting window.
Yes

Per project. Set in the Lighting window.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Real-time Ambient Mode Yes

By script.
Yes

By script.
Yes

Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can create your own sky via script and Material.
Baked Ambient Mode Yes

By default
Yes

By default
Yes

Configure in Visual Environment Volume.

Uses the environment stored in Lighting > Environment settings.
Indirect Lighting Controller

Color

HDR

功能 内置渲染管线 URP HDRP
HDR rendering
HDR output Yes

Use the HDROutputSettings API to configure HDR output options and HDRP’s tonemapping HDR options.
See HDRP HDR documentation for more information.

Color space

功能 内置渲染管线 URP HDRP
Linear Yes

Requires OpenGLES3.0
Yes

Requires OpenGLES3.0
Gamma

Camera

功能 内置渲染管线 URP HDRP
Multi display
Hardware Dynamic resolution Yes

Limited platform support.
Yes

Limited platform support.
Software Dynamic resolution
Nvidia Deep learning super sampling (DLSS)
AMD FidelityFX™ Super Resolution 1.0
TAA upsampler
Mip bias
Compositing multiple cameras Yes

Use multiple cameras
Yes

Use Camera stacking
Yes

Use HDRP Compositor
Physical camera Yes

Affects field of view only
Yes

Affects field of view only
Yes

Affects field of view, exposure, bloom, and depth of field
Multi-sample anti-aliasing (MSAA) Yes

Forward rendering path only
Yes

Forward rendering path only
Yes

Forward rendering path only
Fast approximate anti-aliasing (FXAA)
Subpixel morphological anti-aliasing (SMAA)
Temporal anti-aliasing (TAA) Yes

Additional pass to render all object’s motion vectors. No support for transparents. 32-bits (float)
Yes

Additional pass to render all object’s motion vectors. No support for transparents. No custom motion vectors in ShaderGraph. Not compatible with Dynamic Resolution, MSAA or Camera Stacking. 16-bits (half).
Yes

Uses per-shader motion vectors and the stencil buffer to only render motion vectors where needed. Supports transparents. Allows custom motion vectors in shaders, for example using the ShaderGraph or Alembic packages. 32-bits (float).
Depth Texture
Depth + Normal Texture Yes

Only active when using SSAO
Depth + Normal Texture (affected by decals) Yes

Except if MSAA is enabled.
Color Texture
Motion Vectors

Shaders

Authoring worklfows

功能 内置渲染管线 URP HDRP
Material Variants
Shader Graph
ShaderLab Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable).
Yes

Hand-coded shaders are supported, but not recommended. Shader Graph is recommended (more easily upgradable).
ShaderLab Command: UsePass
ShaderLab Command: GrabPass No

Alternative: Scene color node in ShaderGraph / create a Renderer Feature
No

Alternative: Scene color node in ShaderGraph / create a Custom Pass
表面着色器
Diffusion Profiles

Prebuilt shaders

功能 内置渲染管线 URP HDRP
Camera-relative rendering
Material type: Metallic / Standard
Material type: Specular
Surface Type and Blend Mode: Opaque
Surface Type and Blend Mode: Faded (Alpha Blend) Yes

Also supports premultiplied alpha.
Surface Type and Blend Mode: Transparent
Surface Type and Blend Mode: Cutout
Surface Type and Blend Mode: Additive
Surface Type and Blend Mode: Multiply No

Not compatible with half res transparent optimization and offscreen UI blending.
Surface Type and Blend Mode: Translucence Yes

Translucent Material Type in the Lit shaders
Surface Type and Blend Mode: Iridescence Yes

Iridescent Material Type in the Lit shaders
Surface Inputs: Albedo (Base Map)
Surface Inputs: Specular Yes

Base map when using Material Type Specular
Surface Inputs: Metallic Yes

Stored in the R channel of the Mask Map.
Surface Inputs: Ambient Occlusion Yes

Stored in the G channel of the Mask Map.
Surface Inputs: Smoothness Yes

Stored in the A channel of the Mask Map.
Surface Inputs: Normal Map
Surface Inputs: Bent Normal Map
Surface Inputs: Detail Map Yes

Albedo stored in the R channel of the Detail Map. Smoothness stored in the B channel.
Surface Inputs: Detail Normal Map Yes

Y axis stored in the G channel of the Detail Map. X axis stored in the A channel.
Surface Inputs: Heightmap Yes

Pixel displacement only.
Yes

Pixel displacement only.
Yes

Pixel or vertex displacement.
Surface Inputs: Detail Mask Yes

Stored in the B channel of the Mask Map.
Surface Inputs: Emissive Map
Surface Inputs: Transmission Mask Yes

Also available in Shader Graph.
Surface Inputs: Specular Occlusion
Surface Inputs: Planar & Triplanar mapping No

Alternative: Use ShaderGraph Triplanar node
No

Alternative: Use ShaderGraph Triplanar node
Included Lighting models: ClearCoat
Included Lighting models: SubSurface Scattering
Included Lighting models: Anisotropy
Included Lighting models: Irridescence
Included Lighting models: Fabric
Included Lighting models: Eye Yes

Eye caustics available in High quality mode.
Included Lighting models: Hair (Approximate) Yes

Based on Kajiya Kay parametrization
Included Lighting models: Hair (Physical) Yes

Based on Marshner-Disney parametrization.
Add custom Lighting model as a plugin Yes

Pluggable Master Node (undocumented)
Features: Light Cookies Yes

Supports grayscale textures
Yes

Supports RGB textures
Yes

Supports RGB textures
Features: Parallax Mapping
Features: Light Distance Fade
Features: Shadow Distance Fade Yes

Configure in Shadows Volume.
Features: Shadow Cascade Blending
Features: GPU Instancing
Features: Double Sided GI
Features: Two Sided Yes

Configure with the RenderFace property.
Yes

Configure with the Double Side toggle.
Features: Material sorting priority
Features: Renderer sorting priority No

Not exposed (use debug mode of the inspector).
Features: GPU Tesselation Yes

Use the LitTesselation Shader.
Features: Specular Occlusion Yes

Use only the ambient occlusion map, or both bent and ambient occlusion maps.
Features: Geometric Specular Anti-Aliasing
Features: Add precomputed velocity Yes

Requires per vertex velocity information (eg: Alembic, or using ShaderGraph custom velocity option)

Shader Graph

功能 内置渲染管线 URP HDRP
Full screen master node
Custom post-processing
Custom render texture
Text Mesh Pro
Decals
Fog Volume
Terrain

World building

Environment

功能 内置渲染管线 URP HDRP
Terrain system: Physically Based Shader
Terrain system: Simple Lit (Blinn-Phong) Shader
Terrain system: Speed Tree Shader Yes

SpeedTree 8 only.
Terrain system: Paint Trees
Terrain system: Vegetation
Terrain system: Terrain Details
Terrain system: number of Terrain Layers Yes

Unlimited
Yes

With height-based blending: 4
With alpha blending: unlimited
Yes

8
Terrain system: GPU Instanced Rendering
Terrain system: Terrain Holes
Water system: Physically Based Shader
Water system: Compute based wave simulation
Water system: CPU wave simulation for gameplay integration
Water system: Support for decals (eg: Foam)
Water system: Underwater Caustics
Water system: Under water rendering
Speedtree 8 Yes

Both Shader Graph and ShaderLab shaders available
Yes

Shader Graph shader only
Wind Zone

Sky

功能 内置渲染管线 URP HDRP
Procedural Skybox No

This sky type is deprecated, but you can still use if if you install the Procedural Sky Sample.
6 sided Skybox Yes

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
Cubemap Yes

HDRI Sky supports cubemaps.
Panoramic Yes

HDRI Sky supports cubemaps. Unity can build cubemaps from this type on import.
Physical Sky
Gradient Sky
Sky distortion Yes

Procedural or Flowmap
Cloud layers

Volumetrics

功能 内置渲染管线 URP HDRP
Volumetric Clouds
Linear Fog Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
Exponential Fog Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
Yes

Configure with the Fog Override.
Exponential Squared Yes

Configure in Graphics Settings.
Yes

Configure in Graphics Settings.
Local Volumetrics
3D Render texture for local volumetric fog
Volumetric Material (use ShaderGraph for local volumetric fog)
Fog Scattering & Atmospheric scattering

Visual effects

Post-processing

功能 内置渲染管线 URP HDRP
Feature support Yes

Uses separate package: Post-Processing V2
Yes

Uses integrated post-processing solution
Yes

Uses integrated post-processing solution
Per-project default effects Yes

A default volume can be applied to the project using HDRP default settings.
Ambient Occlusion Yes

Supported types: Multi-scale ambient occlusion
Yes

Supported types: Screen Space Ambient Occlusion (Depth or normal)
Yes

Supported types: Screen Space Ground Truth Ambient Occlusion (Normal + temporal, tinted multi bounced, specular occlusion), Ray-traced ambient occlusion
Exposure Yes

Supported types: Fixed, Automatic
Yes

Supported types: Fixed
Yes

Supported types: Fixed, Automatic (Eye adaptation), Curve Mapping, Physical Camera settings and Histogram.
Bloom
Chromatic Aberration
Tonemapping (Neutral, ACES, Custom)
White balance
Color Channel Mixer
Color Adjustments
Color Curves
Lift, Gamma, Gain
Shadows, Midtones, Highlights
Split Toning
Depth of Field Yes

Supported types: Bokeh
Yes

Supported types: Bokeh and Gaussian
Yes

Supported types: Bokeh
Physical Depth of Field
Film Grain
Lens Distortion
Camera Motion Blur
Object Motion Blur
Screen Space Reflections
Screen Space Refractions
Vignette
Panini Projection
Screen Space Lens Flares
Custom post-processing Yes

See Full Screen Pass Renderer Feature.
Yes

Either with script or ShaderGraph.

CPU Particles (Shuriken)

功能 内置渲染管线 URP HDRP
Feature support Yes

GPU instancing is not supported. Distortion and flipbook blending can be done with Shader Graph. No standard particle shader available, but example particles ShaderGraph shaders can be found in the HDRP package samples.
Lit Particles
Simple lit particles Yes

Uses Blinn Phong.
Unlit particles
Soft Particles Yes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Distortion Yes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Flipbook blending Yes

Available via Shader Graph. Examples available in the particles system shader samples in the HDRP package sample.
Trail
GPU Instancing

GPU Particles (VFX Graph)

功能 内置渲染管线 URP HDRP
Feature support Yes

Compute capable hardware only. OpenGL ES not supported.
Yes

Compute capable hardware only.
Supported Shader graph shaders Yes

VFX Shader Graph, Lit, Unlit, 2D Sprite Lit, 2D Custom Lit
Yes

VFX Shader Graph, Lit, Unlit, Hair, Fabric (no support for tessellation, nor decal)
Renders with 2D Yes

3D particles and support for sorting layers and sprites. No support for 2D Physics, 2D sprites emitters, nor 2D Lights
Lit Particles
Simple lit particles
Unlit particles
Soft Particles
Distortion
Flipbook blending Yes

Linear interpolation or flipbook motion vectors
Yes

Linear interpolation or flipbook motion vectors
Trail Yes

Experimental
Yes

Experimental
Half-resolution
Decals Yes

VFX Graph Forward decals (limited), no support for URP decals nor Shader Graph decals
Yes

VFX Forward decals (limited), HDRP Decals (no support for Shader Graph decals)
Camera Buffer Yes

Depth collision, Color buffer
Instancing
Skinned Mesh Sampling
6-way lighting

Decals

功能 内置渲染管线 URP HDRP
Decals No

Suggested alternative: Projector component.
Yes

Projector decals (Forward + DBuffer) or Screen Space Decals (Deferred), no decal layers, no emissive decals
Yes

Projector decals (Forward & Deferred + DBuffer) or Mesh decals, support on transparents (Cluster decals), support decal layers, surface gradients, emissive decals
Decal layers

Other visual effects

功能 内置渲染管线 URP HDRP
Projector component No

Use the Decal Renderer Feature instead.
No

Use the Decal Projector instead.
Line Renderer component
Trail Renderer component Yes

You can also use VFX Graph to create a custom trail effect.
Yes

You can also use VFX Graph to create a custom trail effect.
Billboard Renderer component No

Suggested alternative: Use VFX Graph.
Halo component No

Suggested alternative: Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component.
No

Suggested alternative: Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component, or use a celestial body in a directional light.
Lens flares Yes

Use a Flare asset and either a Light component or a Lens Flare component.
Yes

Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component.
Yes

Use a Lens Flare (SRP) Data asset and a Lens Flare (SRP) component.

2D and UI

2D

功能 内置渲染管线 URP HDRP
Sprite
Tilemap
Sprite Shape
Pixel-Perfect Yes

Using the “2D Pixel Perfect” package.
Yes

Using the “2D Pixel Perfect” package.
2D Lights
2D Shadows
VFX Graph Yes

Supports 3D particles, sorting layers, ShaderGraph Sprite Lit and Custom Lit targets, Alpha Clipping with Shadergraph Sprite Lit, Unlit and Custom Lit targets.

Does not support 2D Physics, 2D sprites emitters, or 2D Lights.

UI

功能 内置渲染管线 URP HDRP
Screen Space - Overlay
Screen Space - Camera
World Space Yes

Use the UI Camera stacking Custom pass for improved performance.
Text Mesh Pro

XR

功能 内置渲染管线 URP HDRP
Multipass
Single Pass (double-wide) No

Deprecated
No

Deprecated
Single Pass Instanced Yes

Windows and PSVR only
Multiview
AR Foundation

脚本

Render Pipeline Hooks

功能 内置渲染管线 URP HDRP
Camera.RenderWithShader No

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: CustomPass with shader override
Camera.AddCommandBuffer (Camera.Remove[All]CommandBuffer) No

Alternative: Custom Passes
Camera.Render
Light.AddCommandBuffer (LightRemove[All]CommandBuffer)
OnPreCull No

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
OnPreRender No

Suggested alternative: RenderPipelineManager.beginCameraRendering or ScriptableRenderPass
OnPostRender
OnRenderImage No

Suggested alternative: ScriptableRenderPass
No

Suggested alternative: Fullscreen CustomPass
OnRenderObject Yes

RenderPipelineManager.endCameraRendering or
ScriptableRenderPass API
No

RenderPipelineManager.endCameraRendering or
Custom Pass
OnWillRenderObject
OnBecameVisible
OnBecameInvisible
Camera Replacement Material No

Suggested alternative: use Render Feature to replace materials per-Pass.
No

Suggested alternative: Custom Pass with material override
RenderPipeline.BeginFrameRendering
RenderPipeline.EndFrameRendering
RenderPipeline.BeginCameraRendering
RenderPIpeline.EndCameraRendering
UniversalRenderPipeline.RenderSingleCamera
ScriptableRenderPass Yes

This is similar to the CustomPass feature in HDRP.
Custom Renderers
CustomPass Yes

This is similar to the ScriptableRenderPass feature in URP.
Custom Post Process Pass
Arbitrary Output Variables (AOV) API
Recording API

Optimizations

功能 内置渲染管线 URP HDRP
Batching By Shader
Batching By Material
Batching by Material Property Blocks Yes

Batched separately from the SRP Batcher
Yes

Batched separately from the SRP Batcher
Dynamic batching (without SRP Batcher)
Real-time batching with SRP Batcher Yes

Requires OpenGLES 3.1. On unsupported graphics APIs, falls back to Dynamic Batching.
Dynamic Shadows Batching No

Deprecated.
GPU Instancing Yes

Disabled by default when SRP Batcher is enabled.
Render Graph
Dynamic Render Pass Culling Yes

Disabled by default.

Debug

功能 内置渲染管线 URP HDRP
Scene View Modes Yes

Except mipmap view
Volume Explorer
Rendering debugger
Runtime GPU profiler
Probe volume debugger Yes

Experimental
Color Monitors No

Use post processing stack v2
Yes

Waveform, Parade, Vectorscope
渲染管线简介
How to get, set, and configure the active render pipeline