Unity Rendering Pipeline
Unity supports two main rendering paths:
Forward Rendering: renders each object in one or more passes,
depending on lights that affect the object.
Is based on the traditional linear graphics pipeline, where each geometry is
processed by the pipeline (one at a time) to produce the final image.
Deferred Rendering: renders each object once on the first pass and
stores shading information into G-buffer textures. Additional passes
compute lighting based on G-buffer and depth in screen space.
The rendering is "deferred" until all of the geometries have been processed by the
pipeline. The final image is produced by applying shading/lightning at the end.