Deferred Shading (CatlikeCoding)
CatlikeCoding
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Rendering 13 on Catlike Coding is Jasper Flick's chapter on Unity deferred shading, part of the Built-in RP Rendering series (Unity 5.5). It continues the My First Lighting Shader track after semitransparent shadows.
Frame Debugger work compares forward and deferred draw calls with shadowed lights, notes MSAA limits, and explains four G-buffers. You add a Deferred LightMode pass with MRT albedo, specular, normals, and emission, including HDR versus LDR encoding. The closing section covers deferred reflection probes versus forward blending.
Advanced readers need earlier Rendering parts and custom shader fluency. Content targets legacy Built-in deferred, not URP or HDRP.
Free on catlikecoding.com with incremental shader listings and series project files.
Often cited among Unity graphics learners for a hands-on Built-in G-buffer tutorial.
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