이 페이지에서는 Unity 빌트인 렌더 파이프라인의 버텍스 릿 렌더링 경로에 대해 설명합니다.
버텍스 릿 경로는 일반적으로 각 오브젝트를 패스 한 번으로 렌더링하고, 모든 광원의 조명은 각 버텍스에서 계산됩니다.
이 렌더링 경로는 가장 빠르고 가장 광범위한 하드웨어를 지원합니다.
모든 조명이 버텍스 레벨에서 계산되므로 이 렌더링 경로는 대부분의 픽셀당 효과를 지원하지 않습니다. 즉 섀도우, 노멀 매핑, 광원 쿠키 및 디테일이 매우 높은 스페큘러 하이라이트를 지원하지 않습니다.
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