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Limitations of the Deferred rendering path in URP
Enable accurate G-buffer normals in the Deferred rendering path in URP

Make a shader compatible with the Deferred rendering path in URP

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.

Limitations of the Deferred rendering path in URP
Enable accurate G-buffer normals in the Deferred rendering path in URP