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.
Find the LightMode tag values you can use to control which pass the Built-In Render Pipeline executes.
If you do not set the LightMode tag in a Pass, the Built-In Render Pipeline uses the Always tag value for that Pass.
| Value | Function |
|---|---|
Always |
Always rendered; does not apply any lighting. This is the default value. |
ForwardBase |
Used in Forward rendering; applies ambient, main directional light, vertex/SH lights and lightmaps. |
ForwardAdd |
Used in Forward rendering; applies additive per-pixel lights, one Pass per light. |
Deferred |
Used in Deferred Shading; renders G-buffer. |
ShadowCaster |
Renders object depth into the shadowmap or a depth texture. |
MotionVectors |
Used to calculate per-object motion vectors. |
Vertex |
Used in legacy Vertex Lit rendering when the object is not lightmapped; applies all vertex lights. |
VertexLMRGBM |
Used in legacy Vertex Lit rendering when the object is lightmapped, and on platforms where the lightmap is RGBM encoded (PC & console). |
VertexLM |
Used in legacy Vertex Lit rendering when the object is lightmapped, and on platforms where lightmap is double-LDR encoded (mobile platforms). |
Meta |
This Pass is not used during regular rendering, only for lightmap baking or Enlighten Realtime Global Illumination. For more information, refer to Lightmapping and shaders. |