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.
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 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.
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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.
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.
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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.
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|디퍼드||포워드||레거시 디퍼드||버텍스 릿|
|픽셀당 조명(노멀 맵, 광원 쿠키)||지원||지원||지원||-|
|Real-time shadows||지원||제약 있음||지원||-|
|Depth & Normal Buffers||지원||추가 렌더 패스||지원||-|
|광원 컬링 마스크||제한됨||지원||제한됨||지원|
|조명 충실도||모든 픽셀당||일부 픽셀당||모든 픽셀당||모든 버텍스당|
|픽셀당 광원 비용||비추는 픽셀 수||픽셀 수 * 비추는 오브젝트 수||비추는 픽셀 수||-|
|일반적인 오브젝트 렌더링 횟수||1||픽셀당 광원 수||2||1|
|Overhead for simple Scenes||높음||None||중간||None|
|PC(Windows/Mac)||Shader Model 3.0+ & MRT||모두||Shader Model 3.0+||모두|
|모바일(iOS/Android)||OpenGL ES 3.0 및 MRT, Metal(A8 이상 SoC 탑재 기기)||모두||OpenGL ES 2.0||모두|
|콘솔||XB1, PS4||모두||XB1, PS4, 360||-|