If you use the default Forward rendering path, each realtime Light component can be one of the following types:
Per-pixel lights give more accurate results but reduce performance.
The 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 also sets some lights as Spherical Harmonic (SH) per-vertex lights, which are the least accurate but render the fastest.
For more information, refer to the following: