Unity Rendering Pipeline
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Unity supports two main rendering paths:
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Forward Rendering: renders each object in one or more passes,
depending on lights that affect the object.
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Is based on the traditional linear graphics pipeline, where each geometry is
processed by the pipeline (one at a time) to produce the final image.
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Deferred Rendering: renders each object once on the first pass and
stores shading information into G-buffer textures. Additional passes
compute lighting based on G-buffer and depth in screen space.
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The rendering is "deferred" until all of the geometries have been processed by the
pipeline. The final image is produced by applying shading/lightning at the end.