Version: 2020.3
LanguageEnglish
  • C#

RenderingPath.DeferredLighting

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Deferred Lighting (Legacy).

This is a deferred lighting path (also known as "light pre-pass"), that renders Scene information into a very small G-Buffer twice, computing lighting in between.

It does not require a GPU with multiple render targets (MRT) support, but is a lot less flexible than RenderingPath.DeferredShading is.

Note: Deferred rendering is not compatible with orthographic camera projection.