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.
Resources for writing HLSL code and Surface ShadersA program that runs on the GPU. More info
See in Glossary 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.
| Page | Description |
|---|---|
| Writing Surface Shaders | Resources and techniques for writing Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info See in Glossary in the Built-In Render Pipeline, which are streamlined shaders that interact with lighting. |
| Shader methods in the Built-In Render Pipeline | Resources for importing prebuilt shader files and using built-in shader functions in the Built-In Render Pipeline. |
| Get the current framebuffer with the GrabPass command | Create a special type of Pass that grabs the contents of the frame buffer into a texture, so you can use it in subsequent passes to do advanced image based effects. |
| HLSL shader examples in the Built-In Render Pipeline | Examples of HLSL shaders in the Built-In Render Pipeline. |