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FeatureBuilt-inLWRPGoal ReleaseDetails
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Camera
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HDR
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MSAA
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Physical Camera2019.2https://docs.unity3d.com/Manual/PhysicalCameras.html
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Dynamic Resolutionhttps://docs.unity3d.com/Manual/DynamicResolution.html
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Multi Display
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Stacking2019.2
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Flare LayerDeprecatedhttps://docs.unity3d.com/Manual/class-FlareLayer.html
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Depth Texturehttps://docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@5.2/manual/lwrp-asset.html
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Depth + Normals TextureNot Supported
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Color TextureNot Supportedhttps://docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@5.2/manual/lwrp-asset.html
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Motion Vectors2019.3
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Realtime Lights
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Light Types
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DirectionalIn LWRP only a single directional light is supported. This limit will be increased.
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Spot
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Point
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AreaNot SupportedNot Supported
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Inner Spot Light AngleNot Supported2019.2Exposes in light inspector to control both outer and inner spot light angle.
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ShadingMultiple PassesSingle PassLWRP renders all lights in a single shader pass. This reduces both amount of drawcalls and overdraw compared to Built-in renderer.
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CullingPer-ObjectPer-Object
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Per-Object
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Per-Layer
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Light Limits
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Directional LightsUnlimited12019.2Increase limits of Directional lights above 1.
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Per-ObjectUnlimited42019.3Increase limits of Per-Object lights above 4.
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Per-CameraUnlimited162019.2Increase limits of visible Per-Camera lights above 16.
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AttenuationLegacyInverseSquaredhttps://docs.unity3d.com/Manual/ProgressiveLightmapper-CustomFallOff.html
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Vertex LightsVertex Lights work differently than Builtin. Main Light is always rendered per-pixel. Additional per-object lights can be rendered per-pixel or per-vertex. https://docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@5.2/manual/lwrp-asset.html
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SH LightsIn ResearchAdd support to baked remaining lights in SH. https://docs.unity3d.com/Manual/RenderTech-ForwardRendering.html
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Realtime Shadows
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Light Types
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Directional
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Spot
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Point2019.3Add support to point light shadows
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AreaNot SupportedNot Supported
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Shadow Projection
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Stable Fit
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Close Fit2019.3Support Close Fit shadow projection.
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Shadow Cascades
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Number of Cascades1, 2, or 41, 2, or 4In ResearchExpose option with 3 cascades and additional customization.
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Control by Percentage
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Control by DistanceNot Supported2019.2Allow to controls shadow cascade partition by distance.
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Shadow Resolve Type
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Lighting PassLWRP Resolves shadows while shading lights whenever shadow cascades are disabled.
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Screen Space Pass
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Shadow BiasConstant clip space offset + normal bias.Offsets shadowmap texels in the light direction + normal bias. This gives better shadow bias control given different shadow volume sizes and resolutions.
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Batching
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Static Batching (By Shader)Not SupportedCaches materials and batches by shader. (SRP Batcher)
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Static Batching (By Material)In LWRP batching fallback by material when the shader is not compatible with SRP Batcher.
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Dynamic Batching
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Dynamic Batching (Shadows)In ResearchWe use SRP batcher we may not want to support this
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GPU Instancing
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Color Space
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Linear
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Gamma
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GI (Backing Back End)
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Enlighten
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Enlighten RealtimeIn ResearchSupport Realtime GI
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Progressive CPU
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Progressive GPU
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Mixed Lighting
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Subtractive
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Baked Indirect2019.1Add support for Baked Indirect Mixed Light Mode
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Shadow Mask2019.3Add support for Shadow Mask Mixed Light Mode
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Distance Shadow Mask2019.3Add support for Distance Shadow Mask Mixed Light Mode
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GI (Light Probes)
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Blending
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Proxy Volume (LPPV)In ResearchAdd support for LPPV
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Custom Provided
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Occlusion Probes2019.1Add support Per-Object Occlusion Probes. One interpolated probe per object.
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GI (Reflection Probes)
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Realtime
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Baked
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Sampling
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SimpleEither Reflection Probe or Skybox
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Blend Probes2019.3Add support for Blend Light Probes mode
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Blend Probes and Skybox2019.3Add support for Blend Probe and Skybox Light Probes mode.
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Box Projection2019.3Add support Box Projection
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GI (Lightmap Modes)
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Non-Directional
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Directional
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GI (Environment)
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Source
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Skybox
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Gradient
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Color
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Ambient Mode
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RealtimeIn ResearchAdd support Realtime Ambient Mode
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Baked
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Skybox
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Procedural
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6 Sided
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Cubemap
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Panoramic
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Fog
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Linear