ShaderLab pass tags in the Built-In Render Pipeline reference
Find the LightMode tag values you can use to control which pass the Built-In Render Pipeline executes.
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Find the tag values you can use to control which pass the Built-In Render Pipeline executes.
LightModeIf you do not set the tag in a Pass, the Built-In Render Pipeline uses the tag value for that Pass.
LightModeAlwaysValue | Function |
|---|---|
| Always rendered; does not apply any lighting. This is the default value. |
| Used in Forward rendering; applies ambient, main directional light, vertex/SH lights and lightmaps. |
| Used in Forward rendering; applies additive per-pixel lights, one Pass per light. |
| Used in Deferred Shading; renders G-buffer. |
| Renders object depth into the shadowmap or a depth texture. |
| Used to calculate per-object motion vectors. |
| Used in legacy Vertex Lit rendering when the object is not lightmapped; applies all vertex lights. |
| Used in legacy Vertex Lit rendering when the object is lightmapped, and on platforms where the lightmap is RGBM encoded (PC & console). |
| Used in legacy Vertex Lit rendering when the object is lightmapped, and on platforms where lightmap is double-LDR encoded (mobile platforms). |
| This Pass is not used during regular rendering, only for lightmap baking or Enlighten Realtime Global Illumination. For more information, refer to Lightmapping and shaders. |