Unity Advanced Topics 3 — Questions and Answers
Question 1: Which rendering pipeline is designed for high-end graphics on powerful hardware?
- High Definition Render Pipeline (HDRP) (Correct answer)
- Universal Render Pipeline (URP)
- Built-in Render Pipeline
- Lightweight Render Pipeline
Correct answer: High Definition Render Pipeline (HDRP)
HDRP targets high-fidelity visuals for PC and console platforms.
Question 2: What language are custom Unity shaders typically written in for the Built-in pipeline?
- HLSL/ShaderLab (Cg) (Correct answer)
- GLSL only
- Python
- C#
Correct answer: HLSL/ShaderLab (Cg)
Unity shaders use ShaderLab wrapping HLSL/Cg code.
Question 3: Which tool lets you create shaders visually without writing code in URP/HDRP?
- Shader Graph (Correct answer)
- Visual Studio
- Profiler
- Animator
Correct answer: Shader Graph
Shader Graph provides a node-based interface to author shaders visually.
Question 4: What is a draw call in Unity rendering?
- A command telling the GPU to render geometry (Correct answer)
- A physics raycast
- A coroutine yield
- An asset import step
Correct answer: A command telling the GPU to render geometry
A draw call instructs the GPU to draw a set of meshes; too many can hurt performance.
Question 5: Which technique combines multiple meshes to reduce draw calls?
- Batching (static/dynamic) (Correct answer)
- Occlusion only
- Mipmapping
- Tessellation
Correct answer: Batching (static/dynamic)
Static and dynamic batching merge meshes sharing materials to cut draw calls.
Question 6: What does the GPU Instancing feature do?
- Render many copies of a mesh in one draw call (Correct answer)
- Compress textures
- Bake lightmaps
- Stream audio
Correct answer: Render many copies of a mesh in one draw call
GPU Instancing draws many identical meshes efficiently in a single call.
Question 7: Which buffer stores depth information for correct occlusion during rendering?
- Z-buffer (depth buffer) (Correct answer)
- Frame buffer only
- Vertex buffer
- Audio buffer
Correct answer: Z-buffer (depth buffer)
The depth buffer stores per-pixel depth so nearer objects correctly hide farther ones.
Which rendering pipeline is designed for high-end graphics on powerful hardware?