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 order in which Unity renders objects is based on two things: which render queue the object is in, and how Unity sorts objects within that render queue.
Unity sorts objects into groups called render queues. Unity renders the contents of one render queue, and then renders the contents of another render queue, and so on.
Unity has the following named render queues, which it renders in the following order:
Name | Index | Description |
---|---|---|
Background | 1000 | Use this queue for anything that should be drawn in the background of your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. |
Geometry | 2000 | Use this queue for opaque geometry. This is the default queue. |
AlphaTest | 2450 | Use this queue for alpha tested geometry. This is after the Geometry queue because it’s more efficient to render alpha-tested objects after all solid ones are drawn. |
Transparent | 3000 | Use this queue for anything alpha-blended (shaders that don’t write to the depth buffer). Examples include glass, or particle effects. |
Overlay | 4000 | Use this queue for effects that are rendered on top of everything else, such as lens flaresA component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene. More info See in Glossary. |
Note that SkyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary materials are a special case. Unity draws Skybox materials after all opaque geometry (after queue index 2500), but before all transparent geometry (before queue index 2501).
Within each render queue, Unity sorts and draws objects based on their distance from the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary. The sorting behavior depends on the index of the render queue: