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Question by pragmascript · Jul 28, 2013 at 05:09 PM · orthographicorthographic cameradeferreddeferred rendering

orthographic camera with deferred lighting

When I enable "orthographic" in the camera settings the camera is rendered with the forward rendering path even when I explicitly enable deferred lighting in the camera and player settings. That means no shadows on point lights are visible.

Is this expected behaviour or a bug? How can I use an orthographic camera with the deferred lighting rendering path?

I'm using unity 4.2 pro

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Answer by Benproductions1 · Jul 28, 2013 at 11:18 PM

http://lmgtfy.com?q=orthographic+deferred+rendering

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avatar image ReneBaumgartner · Apr 20, 2015 at 10:11 AM 0
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So people are actually googling for this issue, find your answer Benproductions, copy the link manually - since you didn't manage to insert a link correctly - and get very disappointed ;)

avatar image Shrandis ReneBaumgartner · Dec 29, 2017 at 09:32 AM 0
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Came here from google, saw the most unhelpful answer I've seen on this site, downvoted :)

avatar image Fyrburn Shrandis · Feb 19, 2019 at 06:50 PM 0
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Don't you just love it when you google a problem and the only answers you find are people saying "google it"?

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Answer by roointan · Jan 08, 2018 at 08:31 AM

Explicitly stated here: https://docs.unity3d.com/Manual/RenderingPaths.html NOTE: Deferred rendering is not supported when using Orthographic projection. If the camera’s projection mode is set to Orthographic, these values are overridden, and the camera will always use Forward rendering.

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