Version: Unity 6.0 (6000.0)
Language : English
Forward and Forward+ rendering paths in URP
Render passes in the Deferred rendering path in URP

Deferred rendering path in URP

Scene rendered with the Deferred Rendering Path
Scene rendered with the Deferred Rendering Path

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.
Forward and Forward+ rendering paths in URP
Render passes in the Deferred rendering path in URP