Version: 2023.1
Language : English
Deferred Shading rendering path
Extending the Built-in Render Pipeline with CommandBuffers

Vertex Lit Rendering Path

This page describes details of the Vertex Lit rendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
See in Glossary
in Unity’s Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
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The Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated for each vertex.

It’s the fastest rendering path and has the widest hardware support.

Since all lighting is calculated at the vertex level, this rendering path does not support most per-pixel effects: shadows, normal mapping, light cookies, and highly detailed specular highlights are not supported.

Deferred Shading rendering path
Extending the Built-in Render Pipeline with CommandBuffers