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I have recently switched the rendering path in Unity Forward Rendering to Deferred Lighting, but I’m still not fully convinced :( .

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I have recently switched the rendering path in Unity Forward Rendering to Deferred Lighting, but I’m still not fully convinced :( .

The main advantage of deferred for my game is that you can use shadows with point lights. I started working on some indoor areas where sun (directional light) is not reachable and the result was not fully of my liking.

Even though supposedly I could use lighmaps for those, since my levels are quite big, the final resolution of the lighmpams there makes them almost not noticiable.

On the other hand, the aliasing is more noticiable using deffered as only some post processing and not hardware can be done.

I will stick for the moment with deferred and see how it goes, below some results:




Also, I've playing around with some IA and uploaded a video of the main character "toying" with one of the game´s foes.

Hope you like it!

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