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.
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