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 Shaders in the Built-In Render Pipeline.
| Page | Description |
|---|---|
| Writing Surface Shaders | Resources and techniques for writing Surface Shaders 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. |