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 and approaches for lighting in the Built-In Render Pipeline.
| Page | Description |
|---|---|
| Per-pixel and per-vertex lights in the Built-In Render Pipeline | Learn about how Unity categorizes Light components so they light objects per-pixel or per-vertex. |
| Emit light from a GameObject | Make a material emissive so that it emits light across its surface area. |
| Create cookies | Create a cookie by creating a grayscale texture, importing the texture into Unity, then converting the brightness of the texture to alpha. |
| Customize how shaders contribute lightmap data | Make shaders compatible with lightmap textures. |
| Shadows in the Built-In Render Pipeline | Set the resolution of the shadow map a Light component generates. |
| Configure a GameObject to sample more Light Probes | To make lighting more realistic, use Light Probe Proxy Volumes to configure a GameObject to sample multiple Light Probes. |
| Blend Reflection Probes | Enable Unity gradually fading between the cubemap textures from different Reflection Probes, as a reflective GameObject passes between them. |
| Optimize lighting | Avoid Unity using multiple render passes to render GameObjects, or doing too much work to render lighting. |
| Troubleshooting emissive materials not rendering | Fix issues causing emissive materials to not render as brightly as intended. |
| Light component Inspector window reference | Explore the properties and settings in the Light component Inspector window to customize settings specific to the Built-In Render Pipeline. |