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.
This section contains information on how to add GPU instancing support to a custom Unity shaderA program that runs on the GPU. More info
See in Glossary. It first explains the shader keywords, variables, and functions custom Unity shaders require to support GPU instancing. Then it includes examples of how to add per-instance data to both surface shadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary and vertex/fragment shaders.
| Feature | 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 See in Glossary (URP) |
High Definition Render Pipeline (HDRP) | Custom Scriptable Render Pipeline (SRP) | Built-in Render Pipeline |
|---|---|---|---|---|
| Custom GPU instanced shaders | No | No | No | Yes |