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.
This page contains information on using a LOD block in your ShaderLab code to assign a LOD (level of detail) value to a SubShader.
| Feature name | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| ShaderLab: SubShader LOD block | Yes | Yes | Yes | Yes |
In ShaderLab, you assign a LOD value to a SubShader by placing a LOD block inside a SubShader block.
| Signature | Function |
|---|---|
| LOD [value] | Assigns the given LOD value to the SubShader. |
In the Built-in Render Pipeline, Unity’s built-in shaders have the following LOD values:
| LOD value | Shader name |
|---|---|
| 100 | Unlit/Texture Unlit/Color Unlit/Transparent Unlit/Transparent Cutout |
| 300 | Standard Standard (Specular Setup) Autodesk Interactive |
In the Built-in Render Pipeline, Unity’s built-in legacy shaders have the following LOD values:
| LOD value | Shader name |
|---|---|
| 100 | VertexLit |
| 150 | Decal Reflective VertexLit |
| 200 | Diffuse |
| 250 | Diffuse Detail Reflective Bumped Unlit Reflective Bumped VertexLit |
| 300 | Bumped Specular |
| 400 | Bumped Specular |
| 500 | Parallax |
| 600 | Parallax Specular |