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.
A rendering path is the series of operations that draws and lights GameObjects the camera sees. Different rendering paths have different capabilities and performance characteristics.
Unity supports forward and deferred rendering paths.
The Forward rendering path is the default rendering path in Unity projects. It works in the following way:
The Universal Render Pipeline (URP) also has a Forward+ rendering path, which is similar to the Forward rendering path but has no limit on lights per GameObject.
Note: The Built-In Render Pipeline also has a Legacy Vertex Lit rendering path, which is a subset of the Forward rendering path.
The Deferred rendering path works in the following way:
Deferred rendering paths can’t render transparent objects, so at the end of the rendering path Unity uses a forward render pass to render transparent objects.
Each rendering path has advantages and disadvantages. For more information, refer to the following: