High visual fidelity with DirectX 11
Unity supports the Windows DirectX 11 graphics API. Improve performance with compute shaders, which give the ability to use GPU as a parallel CPU. Utilize more complex shaders with shader model 5.0, and add richer details to your game worlds’ models and environments with tessellation.
Go wild with your lights
Unity’s deferred lighting rendering uses the light pre-pass technique for the highest lighting and shadow fidelity for your game. Let loose and set up as many lights as you want in any scene, and Unity’s deferred rendering will make sure your game looks great and performs beautifully. Create stunning visuals with linear space (gamma correct) lighting and HDR rendering, and render them with Unity’s swift-working multi-threaded renderer.
100 built-in shaders
Unity comes with 100 shaders ranging from the simplest (Diffuse, Glossy, etc.) to the very advanced (Self Illuminated Bumped Specular, etc.). With even advanced shaders, your game will run smoothly across all your target hardware. Unity's shader system makes extensive use of fallbacks so you can make sure that players get the best possible experience. Unity also supports graphics card emulation to simplify testing.
Plus, with new material-specific shader keywords, you can write less code and save time. Write a shader with a number of different flags that you can enable and disable, either via the API or by using the new Custom Material Editor functionality.
Set your own level of rendering control
Bypass the rendering pipeline in Unity, and create your own specific effects, with direct access to the Graphics and GL classes in Unity. The Graphics class is the raw interface to the drawing functions in Unity. Use it as a shortcut into the optimized mesh drawing functionality of Unity. The GL class is the low-level graphics library in Unity. Use this class to manipulate active transformation matrices and issue rendering commands similar to OpenGL's immediate mode.
More shaders made simple for any platform
Surface Shaders are a simplified way to author shaders for multiple devices and rendering paths. Write a simple Cg program and Unity cross-compiles it for forward & deferred rendering, makes it work with lightmaps, and even automatically converts it to GLSL for mobile devices.
This means that you can focus on getting the look right and we'll make sure it scales – all the way down to using spherical harmonics and fixed-function lighting on low-end hardware.
If you want custom lighting models that's easy too: simply implement the lighting equation inside a function and Unity does the rest across all rendering methods.
Occlusion Culling tailor made for Unity games
In collaboration with Umbra Software, which is known from many AAA games, Unity developed an exclusive Precomputed Visibility Solution. Our cutting edge Occlusion culling reduces the number of rendered objects. It is supported on all platforms and has minimal runtime overhead.