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.
In the Built-in Render Pipeline, when writing Surface ShadersA streamlined way of writing shaders for the Built-in Render Pipeline. More info
See in Glossary, you describe the properties of a surface (such as albedo color and normal), and a Lighting Model computes the lighting interaction.
There are two built-in lighting models: Lambert for diffuse lighting, and BlinnPhong for specular lighting. The Lighting.cginc file inside Unity defines these models (Windows: <unity install path>/Data/Resources/CGIncludes/Lighting.cginc; macOS: /Applications/Unity/Unity.app/Contents/Resources/CGIncludes/Lighting.cginc).
Sometimes you might want to use a custom lighting model. You can do this with Surface Shaders. A lighting model is simply a couple of Cg/HLSL functions that match some conventions.
| Feature name | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline |
|---|---|---|---|---|
| Surface Shaders | No For a streamlined way of creating Shader objects in URP, see Shader Graph. |
No For a streamlined way of creating Shader objects in HDRP, see Shader Graph. |
No | Yes |
A lighting model consists of regular functions with names that begin Lighting. You can declare them anywhere in your shader file, or one of the included files. The functions are:
half4 Lighting<Name> (SurfaceOutput s, UnityGI gi);
Use this in forward rendering paths for light models that are not dependent on the view direction.
half4 Lighting<Name> (SurfaceOutput s, half3 viewDir, UnityGI gi);
Use this in forward rendering paths for light models that are dependent on the view direction.
half4 Lighting<Name>_Deferred (SurfaceOutput s, UnityGI gi, out half4 outDiffuseOcclusion, out half4 outSpecSmoothness, out half4 outNormal);
Use this in deferred shading paths.
Note that you don’t need to declare all functions. A lighting model either uses view direction or it does not. Similarly, if the lighting model only works in forward rendering, do not declare the _Deferred function. This ensures that Shaders that use it only compile to forward rendering.
Declare the following function to customize the decoding lightmap data and probes:
void Lighting<Name>_GI (SurfaceOutput s, UnityGIInput data, inout UnityGI gi);Note that to decode standard Unity lightmaps and SH probes, you can use the built-in DecodeLightmap and ShadeSHPerPixel functions, as seen in UnityGI_Base in the UnityGlobalIllumination.cginc file inside Unity (Windows: <unity install path>/Data/Resources/CGIncludes/UnityGlobalIllumination.cginc; macOS: /Applications/Unity/Unity.app/Contents/Resources/CGIncludes/UnityGlobalIllumination.cginc_).
The following is an example of a shader that uses the built-in Lambert lighting model:
Shader "Example/Diffuse Texture" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
}
Fallback "Diffuse"
}
Here’s how it looks like with a Texture and without a Texture, with one directional Light in the Scene: