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Enable accurate G-buffer normals in the Deferred rendering path in URP
Forward+ rendering path in URP

Deferred rendering path code files reference for URP

This section contains the list of files that contain the code related to the Deferred Rendering PathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
See in Glossary
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  • The main class that handles the Deferred Rendering Path:

    com.unity.render-pipelines.universal\Runtime\DeferredLights.cs
    
  • ScriptableRenderPass for the G-Buffer pass:

    com.unity.render-pipelines.universal\Runtime\Passes\GBufferPass.cs
    
  • ScriptableRenderPass for the deferred shadingA rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on. Additionally, all Lights can have cookies and shadows. More info
    See in Glossary
    pass:

    com.unity.render-pipelines.universal\Runtime\Passes\DeferredPass.cs
    
  • ShaderA program that runs on the GPU. More info
    See in Glossary
    asset for the deferred shading:

    com.unity.render-pipelines.universal\Shaders\Utils\StencilDeferred.shader
    
  • Utility functions for the deferred shading:

    com.unity.render-pipelines.universal\Shaders\Utils\Deferred.hlsl
    
  • Utility functions for storing and loading the Material properties from the G-buffer:

    com.unity.render-pipelines.universal\Shaders\Utils\UnityGBuffer.hlsl
    
Enable accurate G-buffer normals in the Deferred rendering path in URP
Forward+ rendering path in URP