4 ms·
> For example, in the old Unity’s built-in render pipeline, you had a choice between say “deferred lighting” and “per-vertex lighting”, and while these two targ
by golergka 2y ago
> For example, in the old Unity’s built-in render pipeline, you had a choice between say “deferred lighting” and “per-vertex lighting”, and while these two target extremely different hardware capabilities, result in different rendering and support different graphics features, they work on the same data. Which means the choice between them is “just a setting” somewhere, and not an up-front decision that you have to make before even starting your project.
That's untrue. I've worked on a project that used forward lighting. Converting it to deferred was not an easy task, we had to remove and work around so many transparent objects.