Version: Unity 6.7 Alpha (6000.7)
Language : English
Rendering paths in the Built-In Render Pipeline
Forward rendering path in the Built-In Render Pipeline

Introduction to rendering paths in the Built-In Render Pipeline

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
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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.

  • Forward is the default rendering path in the Built-in Render Pipeline. It is a general-purpose rendering path.
  • Deferred is the rendering path with the most lighting and shadow fidelity in the Built-in Render Pipeline.
  • Legacy Vertex Lit is the rendering path with the lowest lighting fidelity and no support for real-time shadows. It is a subset of the Forward rendering path.

Rendering Path comparison

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 -
Rendering paths in the Built-In Render Pipeline
Forward rendering path in the Built-In Render Pipeline