# Lighting in the Built-In Render Pipeline

> Resources and approaches for lighting in the Built-In Render Pipeline.

> **Important:**
>
> The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
>
> It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
>
> For more information on migration, refer to [Migrating from the Built-In Render Pipeline to the Universal Render Pipeline](/engine/6000.6/manual/render-pipelines/universal-render-pipeline/introduction/installing-and-configuring-urp/upgrading-from-birp.md.md) and [Render pipeline feature comparison](/engine/6000.6/manual/render-pipelines/choose-a-render-pipeline/feature-comparison.md.md).

Resources and approaches for lighting in the Built-In Render Pipeline.

| **Page**                                                                                                                                              | **Description**                                                                                                                              |
| ----------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| [Per-pixel and per-vertex lights in the Built-In Render Pipeline](/engine/6000.6/manual/lighting-overview/lighting-birp/per-pixel-lights-built-in.md) | Learn about how Unity categorizes Light components so they light objects per-pixel or per-vertex.                                            |
| [Emit light from a GameObject](/engine/6000.6/manual/lighting-overview/lighting-birp/lighting-emissive-materials.md)                                  | Make a material emissive so that it emits light across its surface area.                                                                     |
| [Create cookies](/engine/6000.6/manual/lighting-overview/lighting-birp/creating-cookies-built-in-render-pipeline.md)                                  | Create a cookie by creating a grayscale texture, importing the texture into Unity, then converting the brightness of the texture to alpha.   |
| [Customize how shaders contribute lightmap data](/engine/6000.6/manual/lighting-overview/lighting-birp/meta-pass.md)                                  | Make shaders compatible with lightmap textures.                                                                                              |
| [Shadows in the Built-In Render Pipeline](/engine/6000.6/manual/lighting-overview/lighting-birp/shadows-in-birp.md)                                   | Set the resolution of the shadow map a Light component generates.                                                                            |
| [Configure a GameObject to sample more Light Probes](/engine/6000.6/manual/lighting-overview/lighting-birp/light-probe-proxy-volume.md)               | To make lighting more realistic, use Light Probe Proxy Volumes to configure a GameObject to sample multiple Light Probes.                    |
| [Blend Reflection Probes](/engine/6000.6/manual/lighting-overview/lighting-birp/blend-reflection-probes-birp.md)                                      | Enable Unity gradually fading between the cubemap textures from different Reflection Probes, as a reflective GameObject passes between them. |
| [Optimize lighting](/engine/6000.6/manual/lighting-overview/lighting-optimize-builtin.md)                                                             | Avoid Unity using multiple render passes to render GameObjects, or doing too much work to render lighting.                                   |
| [Troubleshooting emissive materials not rendering](/engine/6000.6/manual/lighting-overview/ts-emissive-mats-not-rendering.md)                         | Fix issues causing emissive materials to not render as brightly as intended.                                                                 |
| [Light component Inspector window reference](/engine/6000.6/manual/lighting-overview/lighting-birp/class-light.md)                                    | Explore the properties and settings in the Light component Inspector window to customize settings specific to the Built-In Render Pipeline.  |
