Version: Unity 7.0 Alpha (7000.0)
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Forward and Forward+ rendering paths in URP
Render passes in the Deferred and Deferred+ rendering paths in URP

Deferred and Deferred+ rendering paths in URP

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

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