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Expand Up @@ -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.<br/><br/>If you use the Post-processing v2 package, this Render Pipeline also supports:<br/>&#8226;Temporal anti-aliasing (TAA).<br/>&#8226;Fast approximate anti-aliasing(FXAA).<br/>&#8226;Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:<br/>&#8226;MSAA, for the Forward Renderer.<br/>&#8226;TAA.<br/>&#8226;FXAA.<br/>&#8226;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:<br/>&#8226;Calculate the Camera's field of view.<br/>&#8226;Calculate the exposure of the Scene.<br/>&#8226;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.<br/><br/>If you use the Post-processing v2 package, this Render Pipeline also supports:<br/>&#8226; Temporal anti-aliasing (TAA).<br/>&#8226; Fast approximate anti-aliasing(FXAA).<br/>&#8226; Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:<br/>&#8226; MSAA, for the Forward Renderer.<br/>&#8226; TAA.<br/>&#8226; FXAA.<br/>&#8226; 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:<br/>&#8226; Calculate the Camera's field of view.<br/>&#8226; Calculate the exposure of the Scene.<br/>&#8226; 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. |
Expand All @@ -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:<br/>&#8226;Cone.<br/>&#8226;Pyramid.<br/>&#8226;Box. |
| Spot | Yes | Yes. Supports the following shapes:<br/>&#8226; Cone.<br/>&#8226; Pyramid.<br/>&#8226; Box. |
| Point | Yes | Yes |
| Area | Yes. Supports the following shapes:<br/>&#8226;Rectangle.<br/>&#8226;Disk (baked only). | Yes. Supports the following shapes:<br/>&#8226;Rectangle.<br/>&#8226;Tube.<br/>&#8226;Disk (baked only). |
| Area | Yes. Supports the following shapes:<br/>&#8226; Rectangle.<br/>&#8226; Disk (baked only). | Yes. Supports the following shapes:<br/>&#8226; Rectangle.<br/>&#8226; Tube.<br/>&#8226; Disk (baked only). |
| Inner Spot Angle | Not supported | Yes |
| Shading | Multiple Passes | Tiled/Clustered |
| Culling | | |
Expand Down Expand Up @@ -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:<br/>&#8226;Constant clip space offset.<br/>&#8226;Normal bias. | Yes. Supports the following types:<br/>&#8226;Slope bias.<br/>&#8226;Normal bias. |
| Shadow Bias | Yes. Supports the following types:<br/>&#8226; Constant clip space offset.<br/>&#8226; Normal bias. | Yes. Supports the following types:<br/>&#8226; Slope bias.<br/>&#8226; Normal bias. |

## Batching

Expand Down Expand Up @@ -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:<br/>&#8226;Planar Reflection Probes.<br/>&#8226;Screen space reflection.<br/>&#8226;Ray-traced reflection. |
| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:<br/>&#8226; Planar Reflection Probes.<br/>&#8226; Screen space reflection.<br/>&#8226; Ray-traced reflection. |

## Global Illumination (Lightmap Modes)

Expand All @@ -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 |
Expand All @@ -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 |

Expand All @@ -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 |
Expand All @@ -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](<https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Mask-Map-and-Detail-Map.html>) to combine maps such ask albedo, normals, and smoothness |
| Advanced Material Options | None | HDRP supports the following advanced Materials:<br/>&#8226;Anisotropic.<br/>&#8226;Subsurface Scattering.<br/>&#8226;Iridescence.<br/>&#8226;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:<br/>&#8226; Anisotropic.<br/>&#8226; Subsurface Scattering.<br/>&#8226; Iridescence.<br/>&#8226; Translucence. |
| Surface Inputs | | |
| Albedo (Base Map) | Yes | Yes |
| Specular | Yes | Yes |
Expand Down Expand Up @@ -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:<br/>&#8226;Multi-scale ambient occlusion. | Yes. HDRP supports:<br/>&#8226;Ground truth ambient occlusion.<br/>&#8226;[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:<br/>&#8226;Fixed exposure.<br/>&#8226;Automatic exposure. | Yes. HDRP supports:<br/>&#8226;Fixed exposure.<br/>&#8226;Automatic (Eye adaptation).<br/>&#8226;Curve Mapping.<br/>&#8226;Physical Camera settings |
| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:<br/>&#8226; Multi-scale ambient occlusion. | Yes. HDRP supports:<br/>&#8226; Ground truth ambient occlusion.<br/>&#8226; [Ray-traced ambient occlusion](Ray-Traced-Ambient-Occlusion.md). |
| Exposure | Yes. The **Built-in Render Pipeline** supports:<br/>&#8226; Fixed exposure.<br/>&#8226; Automatic exposure. | Yes. HDRP supports:<br/>&#8226; Fixed exposure.<br/>&#8226; Automatic (Eye adaptation).<br/>&#8226; Curve Mapping.<br/>&#8226; Physical Camera settings |
| Bloom | Yes | Yes |
| Chromatic Aberration | Yes | Yes |
| Color Grading / Tonemapping | Yes | Yes |
Expand Down