Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.
Depth textures are available for sampling in shaders as global shaderA program that runs on the GPU. More info
See in Glossary properties. By declaring a sampler called _CameraDepthTexture you will be able to sample the main depth texture for 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.
_CameraDepthTexture always refers to the camera’s primary depth
texture. By contrast, you can use _LastCameraDepthTexture to refer to the last depth texture rendered by any camera. This could be useful for example if you render a half-resolution depth texture in script using a secondary camera and want to make it available to a post-process shader.
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 motion vectors texture (when enabled) is available in Shaders as a global Shader property. By declaring a sampler called ‘_CameraMotionVectorsTexture’ you can sample the Texture for the currently rendering Camera. When sampling from this texture motion from the encoded pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary is returned in a range of –1..1. This will be the UV offset from the last frame to the current frame.