Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
This is a standard deferred shading path, that renders Scene information
into G-Buffers using multiple render targets, and computes lighting afterwards.
Due to use of multiple render targets, it requires GPU with MRT support.
Note: Deferred rendering is not compatible with orthographic camera projection.