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GPU Instanced Deferred Lights

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Hello,

In our game, we put lights on our enemy and friendly shots so that they highlight the environments and the other players. A very nice effect that obviously has the drawback of adding dozens of small lights to the scene. Using the deferred shader, that shouldn't be a problem right? It's the whole point of the thing after all.

As it turns out, Unity doesn't use GPU instancing to render point lights in the deferred renderer. This is problematic on the Switch as those dozens of draw...

GPU Instanced Deferred Lights

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