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Showing content from https://docs.unity3d.com/Manual/sprite/../render-pipelines-feature-comparison.html below:

Manual: Render pipeline feature comparison

Camera-relative rendering No No Yes Material type: Metallic / Standard Yes Yes Yes Material type: Specular Yes Yes Yes Surface Type and Blend Mode: Opaque Yes Yes Yes Surface Type and Blend Mode: Faded (Alpha Blend) Yes Yes Yes

Also supports premultiplied alpha.

Surface Type and Blend Mode: Transparent Yes Yes Yes Surface Type and Blend Mode: Cutout Yes Yes Yes Surface Type and Blend Mode: Additive No Yes Yes Surface Type and Blend Mode: Multiply No Yes No

Not compatible with half res transparent optimization and offscreen UI blending.

Surface Type and Blend Mode: Translucence No No Yes

Translucent Material Type in the Lit shaders

Surface Inputs: Albedo (Base Map) Yes Yes Yes Surface Inputs: Specular Yes Yes Yes

Base map when using Material Type Specular

Surface Inputs: Metallic Yes Yes Yes

Stored in the R channel of the Mask Map.

Surface Inputs: Ambient Occlusion Yes Yes Yes

Stored in the G channel of the Mask Map.

Surface Inputs: Smoothness Yes Yes Yes

Stored in the A channel of the Mask Map.

Surface Inputs: Normal MapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
See in Glossary
Yes Yes Yes Surface Inputs: Bent Normal Map No No Yes Surface Inputs: Detail Map Yes Yes Yes

Albedo stored in the R channel of the Detail Map. Smoothness stored in the B channel.

Surface Inputs: Detail Normal Map Yes Yes 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 Yes Yes

Stored in the B channel of the Mask Map.

Surface Inputs: Emissive Map Yes Yes Yes Surface Inputs: Transmission Mask No No Yes

Also available in Shader Graph.

Surface Inputs: Specular Occlusion No No Yes Surface Inputs: Planar & Triplanar mapping No

Alternative: Use ShaderGraph Triplanar node

No

Alternative: Use ShaderGraph Triplanar node

Yes Included Lighting models: ClearCoat No Yes Yes Included Lighting models: SubSurface Scattering No No Yes

Includes Dual Lobe multipliers and diffuse shading power for skin.

Included Lighting models: Colored Translucent No No Yes Included Lighting models: Anisotropy No No Yes Included Lighting models: Irridescence No No Yes Included Lighting models: Fabric No No Yes Included Lighting models: Eye No No Yes

Eye caustics available in High quality mode.

Included Lighting models: Hair (Approximate) No No Yes

Based on Kajiya Kay parametrization

Included Lighting models: Hair (Physical) No No Yes

Based on Marshner-Disney parametrization. Cinematic option available to trade performance vs quality.

Add custom Lighting model as a plugin Yes No Yes

Pluggable Master Node (undocumented)

Features: Light Cookies Yes

Supports grayscale textures

Yes

Supports RGB textures

Yes

Supports RGB textures

Features: Parallax Mapping Yes Yes Yes Features: Light Distance Fade No No Yes Features: Shadow Distance Fade Yes Yes Yes

Configure in Shadows Volume.

Features: Shadow Cascade Blending No No Yes Features: GPU Instancing Yes Yes Yes Features: Double Sided GI Yes No Yes Features: Two Sided No Yes

Configure with the RenderFace property.

Yes

Configure with the Double Side toggle.

Features: Material sorting priority No Yes Yes Features: Renderer sorting priority No No

Not exposed (use debug mode of the inspector).

Yes Features: GPU Tesselation No No Yes

Use the LitTesselation Shader.

Features: Specular Occlusion No No Yes

Use only the ambient occlusion map, or both bent and ambient occlusion maps.

Features: Geometric Specular Anti-Aliasing No No Yes Features: Add precomputed velocity No Yes

Requires per vertex velocity information (for example, Alembic, or using ShaderGraph custom velocity option)

Yes

Requires per vertex velocity information (for example, Alembic, or using ShaderGraph custom velocity option)


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