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.
Examples of an HLSL shaderA program that runs on the GPU. More info
See in Glossary and a Surface ShaderA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary that support GPU instancing.
| Page | Description |
|---|---|
| Example of an HLSL shader that supports GPU Instancing | An example of an instanced vertex and fragment shader with different color values for each instance. |
| Example of a Surface Shader that supports GPU Instancing | An example of a Surface Shader with different color values for each instance. |
| Example of changing per-instance data at runtime | An example of using MaterialPropertyBlock objects to set the color property of an instanced shader. |