To enable Unity to render a shaderA program that runs on the GPU. More info
See in Glossary in 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 shader must have a Pass with the following tag definition:
"LightMode" = "UniversalGBuffer"
Unity executes the shader with such LightMode
tag during the G-buffer Pass.
To indicate that Unity must render a certain Material in the Forward-only Pass in the Deferred Rendering Path, add the following tags to a shader Pass:
"LightMode" = "UniversalForwardOnly"
"LightMode" = "DepthNormalsOnly"
To specify the shader lighting model (Lit, SimpleLit), use the UniversalMaterialType
tag.
For more information, refer to the documentation on URP Pass tags: LightMode.