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.
Resources for writing programs that run on the GPU to control the appearance of objects in a scene.
| Page | Description |
|---|---|
| Writing custom shaders | Resources for creating your own shaders using Shader Graph, or High-Level Shader Language (HLSL) and ShaderLab. |
| Optimize shaders | Optimizing custom shaders for runtime performance, especially on mobile platforms that have limited GPU performance. |
| Custom shaders in the Universal Render Pipeline (URP) | Resources for writing HLSL and ShaderLab code in URP. |
| Custom shaders in the Built-In Render Pipeline | Resources for writing HLSL code, ShaderLab code, and Surface Shaders in the Built-In Render Pipeline. |
| Renderer Shader User Value (RSUV) | Customize some visuals per renderer, like color, without breaking SRP batches for best performance. |
| Troubleshooting shaders | Solve common issues with shaders, such as hitches and stalls, or large build sizes. |
| Shader languages reference | Reference for ShaderLab, and High Level Shader Language (HLSL) in Unity. |