Is Deferred+ specific to URP in upcoming versions?

Hi, I would like some confirmation regarding whether “Deferred+ coming for HDRP” is a thing. I have read here and there that HDRP is already using Deferred+ since the beginning but not specifically calling it “Deferred+”. I am not well-versed in the implementation details of HDRP so I can’t confirm this statement…

So, is it truly the case? Deferred+ is specifically added to URP and HDRP has already been implemented as so?

Hi :slight_smile:

HDRP already uses deferred clustered lighting to optimize shading and support a high number of light sources.

URP classic deferred is stencil-based deferred shading. You can find more details in this SIGGRAPH talk from 2020.

We already introduced the clustered-light loop with Forward+ in URP, which also unlocks some of the new features like GPU Resident Drawer and GPU Occlusion Culling in Unity 6. That is why we now added Deferred+ to URP to gain access to these features in Deferred. Deferred+ falls back to Forward+ for transparency.

In HDRP, these features are already available because of the underlying light loop.

Does deferred+ support MSAA?

No, MSAA is not supported in deferred and deferred+.