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Manual: Forward rendering path in the Built-In Render Pipeline

Introduction to rendering paths in the Built-In Render Pipeline

Deferred rendering path in the Built-In Render Pipeline

Forward rendering path in the Built-In Render Pipeline

The Forward 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
renders each GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
in one or more render passes, depending on the lights that affect the object.

Lights themselves are also treated differently by the Forward rendering path, depending on their settings and intensity. For more information, refer to Per-pixel and per-vertex lights.

Render passes

For each GameObject, Unity first renders the Base Pass, which renders the following:

Note: Lightmapped objects don’t receive lighting from SH lights.

Unity then renders one Additional Pass for each per-pixel light that affects the GameObject. Unity doesn’t render shadows for these lights.

Additional resources

Introduction to rendering paths in the Built-In Render Pipeline

Deferred rendering path in the Built-In Render Pipeline


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