Forward Rendering
Forward Rendering is the traditional form of rendering lights in our scene, as explored previously. During Forward Rendering, each object will be rendered in multiple passes through the same shader. How many passes are required will be based on the number, distance, and brightness of light sources. Unity will try to prioritize the DirectionalLight component that is affecting the object the most and render the object in a base pass as a starting point. It will then take several of the most powerful PointLight components nearby and re-render the same object multiple times through the same fragment shader. Each of these light points will be processed on a per-vertex basis, and all remaining lights will be condensed into an ...
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