Resources for using the Deferred and Deferred+ rendering paths. The Deferred rendering path has no limit on the number of lights that can affect an opaque GameObject, however the Deferred+ rendering path uses Forward+ instead of Forward for the transparent pass and for the forward only opaque pass, and has the same light limit as Forward+.
| Page | Description |
|---|---|
| Render passes in the Deferred and Deferred+ rendering path | Learn about the sequence of render pass events in the Deferred rendering path. |
| G-buffer layout in the Deferred and 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 and Deferred+ rendering path in URP | Configure how Unity encodes normals when it stores them in the G-buffer. |
| Blend terrain accurately in the Deferred and Deferred+ rendering paths | Learn about how the Deferred rendering path works, and its limitations. |
| Make a shader compatible with the Deferred or Deferred+ rendering paths in URP | Use the LightMode tag in a shader to make the shader compatible with the Deferred rendering path. |