Setting the Rendering path in the Player Settings?

In the game, some scenes the camera is set to render in Forward mode. Other scenes the camera is set to render in Deferred mode. (This is because I prefer to use Forward mode so AA can be used, and the lighting fog can be used. The Deferred mode is used when no scene fog is required and/or I can’t reasonably optimize the scene enough to use Forward).

In the project settings, does it matter what the default rendering path is set to?
http://docs.unity3d.com/Manual/class-PlayerSettingsStandalone.html
Or is this only used to set a Default path if the cameras don’t specify which one to use?

(Another note here is that in Unity 5.3.6, if you have a camera in the scene set to Deferred, the unity editor prevents toggling the Receive Shadows button, simply because the camera is in the scene. You have to set the camera in Forward just to access that button. I’m not sure why Unity did this.)

You can use Antialiasing and Fog in Deferred Rendering. Just add the Antialiasing and Global Fog image effects to your main camera. Note that Deferred is typically advantageous only when you have a complex scene with a lot of dynamic, real-time lights. If that’s not the case, you may want to stick with Forward rendering. Also, in Deferred rendering, all objects will receive shadows because deferred shading in Unity does not support the Mesh Renderer’s Receive Shadows flag. As for your question on the default rendering path, I’m not entirely sure what you’re asking there…hope that helps though :wink:

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The AA image affects helps a little bit, but it isn’t even remotely close to the quality of 8x AA that can be done in forward. Also the fog in the lighting windows seems to produce a better effect than the fog image effect for my situation. (Note, I’m using Unity 5.3, not 5.4) . This is why I’d like to use forward if possible.

I’m asking about the Rendering path setting in the player settings. If you’re using cameras with both forward and deferred through out the game, does it matter what the rendering path is set to in the project settings?

(For the other note, I know what you’re saying about all objects receiving shadows in deferred. But it still seems strange the editor prevents you from toggling the button. Unity 5.2, let you toggle the button. Now they prevent it in 5.3)

If a camera’s rendering path is not set to UsePlayerSettings, then it does not matter what the rendering path is in Player Settings.

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