Version: 2019.4
Built-in Render Pipeline
Forward rendering path

Rendering paths in the Built-in Render Pipeline

Unity’s Built-In Render Pipeline supports different rendering paths. A rendering path is a series of operations related to lighting and shading. Different rendering paths have different capabilities and performance characteristics. Deciding on which rendering path is most suitable for your Project depends on the type of Project, and on the target hardware.

You can choose the rendering path that your Project uses in the Graphics window, and you can override that path for each Camera.

If the GPU on the device running your Project does not support the rendering path that you have selected, Unity automatically uses a lower fidelity rendering path. For example, on a GPU that does not handle Deferred Shading, Unity uses Forward Rendering.

Forward Rendering

Forward Rendering is the default rendering path in the Built-in Render Pipeline. It is a general-purpose rendering path.

Real-time lights are very expensive to render in forward rendering. To offset this cost, you can choose how many lights Unity should render per-pixel at any one time. Unity renders the rest of the lights in the Scene at lower fidelity: per-vertex, or per-object.

If your project does not use a large amount of real-time lights, or if lighting fidelity is not important to your project, then this rendering path is likely to be a good choice for your project.

詳しくは フォワードレンダリングパスの詳細 を参照してください。

Deferred Shading

Deferred Shading is the rendering path with the most lighting and shadow fidelity in the Built-in Render Pipeline.

Deferred shading requires GPU support, and has some limitations. It does not support semi-transparent objects (Unity renders these using forward rendering), orthographic projection (Unity uses forward rendering for these Cameras), or hardware anti-aliasing (although you can use a post-process effect to achieve similar results). It has limited support for culling masks, and treats the Renderer.receiveShadows flag as always true.

If your project has a large number of real-time lights and requires a high level of lighting fidelity, and your target hardware supports deferred shading, then this rendering path might be a good choice for your project.

For more details, including advice on this rendering path’s limitations, see the Deferred Shading page.

古いディファード

Legacy Deferred (light prepass) is similar to Deferred Shading, except it uses a different technique with different trade-offs. It does not support the Unity 5 physically based standard shader.

詳しくは 旧 Deferred Lighting レンダリングパス を参照してください。

Legacy Vertex Lit

Legacy Vertex Lit is the rendering path with the lowest lighting fidelity and no support for real-time shadows. It is a subset of the Forward rendering path.

詳しくは Vertex Lit を参照してください。

Rendering Path comparison

Deferred Forward 古い Deferred Vertex Lit
機能
パーピクセルライト (法線マップ、ライトクッキー) サポート サポート サポート -
Real-time shadows サポート 警告あり サポート -
リフレクションプローブ サポート サポート - -
Depth & Normal Buffers サポート 追加のレンダーパス サポート -
ソフトパーティクル サポート - サポート -
Semi-transparent objects - サポート - サポート
アンチエイリアス - サポート - サポート
ライトカリングマスク 制限あり サポート 制限あり サポート
ライトの厳密さ すべてのピクセル 一部のピクセル すべてのピクセル すべての頂点
パフォーマンス
1 ピクセルあたりのライトのコスト ライトが当たる pixel の数 ライトが当たるピクセル数*オブジェクトの数 ライトが当たる pixel の数 -
通常レンダリングされるオブジェクトの個数 1 ピクセル単位のライトの数 2 1
Overhead for simple Scenes なし なし
サポートするプラットフォーム
PC (Windows/Mac) Shader Model 3.0+ & MRT すべて Shader Model 3.0+ すべて
Mobile (iOS/Android) OpenGL ES 3.0 & MRT, Metal (A8 以降の SoC を伴うデバイス上) すべて OpenGL ES 2.0 すべて
コンソール XB1、PS4 すべて XB1、PS4、360 -
Built-in Render Pipeline
Forward rendering path