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.
Examples of Surface Shaders in the Built-In Render Pipeline.
| Page | Description |
|---|---|
| Normal mapping Surface Shader example | An example of a Surface Shader that uses normal mapping. |
| Reflection Surface Shader examples | An example of a Surface Shader that renders reflections of the sky. |
| Vertex function Surface Shader example | Example of a Surface Shader that has a custom vertex function. |
| Custom data Surface Shader example | An example of a Surface Shader that inputs a custom color. |
| Final color modifier Surface Shader example | An example of a Surface Shader that modifies the final output color. |
| Decals Surface Shader example | An example of a Surface Shader that renders a decal to add detail to a material. |
| Wrapped diffuse Surface Shader example | An example of a Surface Shader where lighting wraps around the edges of objects. |
| Toon shading Surface Shader example | An example of a Surface Shader that uses a texture ramp to define how surfaces respond to the angles between the light and the surface normal. |
| Global illumination Surface Shader example | An example of a Surface Shader that mimics Unity’s built-in global illumination. |
| Tessellation Surface Shader examples | An example of a Surface Shader that uses the tessellate directive to tessellate triangles. |