Unity Soft Particles Forward Rendering

Unity Rendering Order Issue. Efficient use of forward rendering. (a Soft Particle Factor of 100 using the same setup as Unity's soft particles). Hercules Ps1 Ita here. Lighting & Rendering in Unity 5. Forward rendering has a low upfront performance cost. Hard/soft is sufficient for some. Super Mario Crossover Game here. If the graphics card can’t handle a selected rendering path, Unity will. Use Forward rendering. Rendering Paths. Render passes: Yes-Soft Particles. I am wondering why docs do not mention anything about using GPU skinning / soft particles. Do they even work with forward rendering on.

Unity Forward Rendering

Modern game lighting makes extensive use of ‘global illumination’. Global illumination, or ‘GI’, is a term used to describe a range of techniques and mathematical models which attempt to simulate the complex behaviour of light as it bounces and interacts with the world. Simulating global illumination accurately is challenging and can be computationally expensive. Because of this, games use a range of approaches to handle these calculations beforehand, rather than during gameplay. The same scene: With no lighting (Left), with ‘direct light’ only (Center) & with indirect 'global illumination' (Right). Note how colors are transferred as light ‘bounces’ between surfaces, giving a much more realistic result.