Pixel Light Count and Deferred Rendering

Why do I get light artefacts because of Pixel Light Count in Quality Settings when using Deferred Rendering? The Doc describes it very clearly, that it is “the maximum number of pixel lights when Forward Rendering is used”. But I’m not using Forward Rendering. Why do I have to set high level of this value to make everything work fine then? There is also no performance drop when increasing the value - as predicting.

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When you’re using Deferred rendering, some things can still be automatically rendered in Forward mode because Deferred can’t handle them: transparent objects, particles, some custom shaders, etc. So all of those things will still use the max pixel lights setting. You can click the dropdown in the scene view to change the rendering type (usually on “shaded” by default) and change it to G Buffer to see what is being done in Deferred mode; anything not in there is being automatically switched to Forward mode.

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