Resources for using the Deferred rendering path, which has no limit on the number of lights that can affect an opaque GameObject.
| Page | Description |
|---|---|
| Introduction to the Deferred rendering path | Learn about how the Deferred rendering path works, and its limitations. |
| Render passes in the Deferred rendering path | Learn about the sequence of render pass events in the Deferred rendering path. |
| G-buffer layout in the Deferred rendering path | Understand how Unity stores material attributes in the geometry buffer (G-buffer) in the Deferred rendering path. |
| Enable accurate G-buffer normals in the Deferred rendering path | Configure how Unity encodes normals when it stores them in the G-buffer. |
| Blend terrain accurately in the Deferred rendering path | Learn about how the Deferred rendering path works, and its limitations. |
| Make a shader compatible with the Deferred rendering path | Use the LightMode tag in a shader to make the shader compatible with the Deferred rendering path. |