Version: 2019.4
Legacy Deferred 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 Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. More info
See in Glossary
in Unity’s Built-in Render Pipeline.

The Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated for each vertex.

It’s the fastest renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
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.

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