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Rendering in the Universal Render Pipeline
Introduction to rendering paths in URP

Rendering paths in URP

Resources for choosing between the Forward, Forward+, and Deferred rendering pathsThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
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in the Universal 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
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(URP).

Page Description
Introduction to rendering paths Understand the differences between the Forward, Forward+ and Deferred rendering paths in URP.
Set the rendering path Use the Rendering Path setting in the Universal Renderer asset to set the rendering path.
Deferred rendering path Resources for using the Deferred rendering path, which has no limit on the number of lights that can affect an opaque GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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.
Forward+ rendering path Resources for using the Forward+ rendering path, which lets you avoid the per-object light limit of the Forward renderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info
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path.
Rendering in the Universal Render Pipeline
Introduction to rendering paths in URP