2.Compatibility
Unity Versions
Minimum required version is Unity 2019.4 , compatible up to 2021.2. Works in 2022.1.0a1 so far.
Support for 2019 LTS will be discontinued early 2022. Future development will be done based on 2020.3.
Post Processing package (Built-in RP)
A minimum of version 2.3.0
is required at the time, as installed through the Package Manager. Most projects will have 3.3.0+ installed nowadays.
Scriptable Render Pipeline
Minimum SRP Version | Built-in | LWRP/URP* | HDRP |
6.9.2+ (Unity 2019.2) | Discontinued | Discontinued | Incompatible |
7.2.1+ (Unity 2019.4 LTS) | Compatible | Compatible | Incompatible |
8.0.1+ (Unity 2020.1) | Compatible | Compatible | Incompatible |
10.2.2+ (Unity 2020.2/3 LTS) | Compatible | Compatible | Incompatible |
11.0.0 (Unity 2021.1) | Compatible | Compatible | Incompatible |
12.0.0 (Unity 2021.2) | Compatible | Compatible | Incompatible |
13.0.0 (Unity 2022.1) | Pending verification | Breaking changes | Incompatible |
14.0.0 (Unity 2022.2) | Beta | Breaking changes | Incompatible |
Virtual Reality
Has been tested using an Oculus Rift(S) with Multi- and Single-Pass Instanced Rendering. Though, certain features or effects remain unsupported.
Effects excluded from VR compatibility:
- Sunshafts
- Lens Flares
Not compatible with VR in the Built-in Render Pipeline
- Edge Detection
- Fog
- Cloud Shadows
- Caustics
- Sketch (World-Space projection mode)
- Distance Fading functionality on any effect
Single-Pass Instanced (or “Multi-view”) rendering remains incompatible in the Built-in RP for these effects. Unity’s post-processing framework lacks the necessary functionality needed to use the depth texture and camera matrices in VR. It seems unlikely Unity will add this in the future. This otherwise works as expected in URP.
Consoles
PS4/Xbox One have not been tested since I have no access to development hardware, though compatibility has been verified by users. Should you run into any issues, please get in touch, as I’d be happy to investigate.
Nintendo Switch is considered a mobile platform, see below.
Mobile
Mobile devices are bandwidth limited, so post processing must always be used sparingly. Multi-pass effects such as Blur and Lens Flares should be avoided. Ideally, a single shader containing all the effects used in the game should be made, executed in the desired order. Even better: incorporating effects directly into the Forward/Deferred renderer. But this is very project specific, and best done in-house. This package contains individual effects, so is not optimized for this purpose.
This platform has not been tested for artefacts or performance, so isn’t supported nor considered compatible. Given the performance limitations, testing every update on a range of mobile devices is simply too time consuming to sustain, and a bit of a wasted effort.