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.
Unity’s Built-In Render Pipeline supports different rendering paths. A rendering path is a series of operations related to lighting and shading. Different rendering paths have different capabilities and performance characteristics. Deciding on which rendering path is most suitable for your Project depends on the type of Project, and on the target hardware.
You can choose the rendering path that your Project uses in the Graphics window, and you can override that path for each 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.
If the GPU on the device running your Project does not support the rendering path that you have selected, Unity automatically uses a lower fidelity rendering path. For example, on a GPU that does not handle Deferred Shading, Unity uses Forward Rendering.
| Deferred | Forward | Vertex Lit | |
|---|---|---|---|
| Features | |||
| Per-pixel lighting (normal maps, light cookies) | Yes | Yes | - |
| Real-time shadows | Yes | With caveats | - |
| Reflection Probes | Yes | Yes | - |
| Depth & Normal Buffers | Yes | Additional render passes | - |
| Soft Particles | Yes | - | - |
| Semi-transparent objects | - | Yes | Yes |
| Anti-Aliasing | - | Yes | Yes |
| Light Culling Masks | Limited | Yes | Yes |
| Lighting Fidelity | All per-pixel | Some per-pixel | All per-vertex |
| Performance | |||
| Cost of a per-pixel Light | Number of pixels it illuminates | Number of pixels * Number of objects it illuminates | - |
| Number of times objects are normally rendered | 1 | Number of per-pixel lights | 1 |
| Overhead for simple Scenes | High | None | None |
| Platform Support | |||
| PC (Windows/Mac) | Shader Model 3.0+ & MRT | All | All |
| Mobile (iOS/Android) | OpenGL ES 3.0 & MRT, Metal | All | All |
| Consoles | XB1, PS4 | All | - |