Unity supports different
The rendering Path used by your project is chosenin
If the graphics card can’t handle a selected rendering path, Unitywill automatically use a lower fidelity one. So on a GPU that can’thandle Deferred Lighting, Forward Rendering will be used. IfForward Rendering is not supported, Vertex Lit will be used.
Deferred Lighting
DeferredLighting
For more details see the
Forward Rendering
Forward
For more details see the
Vertex Lit
VertexLit
For more details see the
Rendering Paths Comparison
Deferred Lighting | Forward Rendering | Vertex Lit | |
---|---|---|---|
Features | |||
Per-pixel lighting (normal maps, light cookies) | Yes | Yes | - |
Realtime shadows | Yes | 1 Directional Light | - |
Dual Lightmaps | Yes | - | - |
Depth&Normals Buffers | Yes | Additional render passes | - |
Soft Particles | Yes | - | - |
Semitransparent objects | - | Yes | Yes |
Anti-Aliasing | - | Yes | Yes |
Light Culling Masks | Limited | Yes | Yes |
Lighting Fidelity | All per-pixel | Some per-pixel | All per-vertex |
Performance | |||
Cost of a per-pixel Light | Number of pixels it illuminates | Number of pixels * Number of objects it illuminates | - |
Platform Support | |||
PC (Windows/Mac) | Shader Model 3.0+ | Shader Model 2.0+ | Anything |
Mobile (iOS/Android) | OpenGL ES 2.0 | OpenGL ES 2.0 | OpenGL ES 2.0 & 1.1 |
Consoles | 360, PS3 | 360, PS3 | - |