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WebTypically they would be used to extend Unity's rendering pipeline in some custom ways. For example, you could render some additional objects into deferred rendering G-buffer after all regular objects are done, or do custom processing of light shadow maps. See command buffers overview page for more details. WebPerfect reflections. (More) realistic. With ray-traced reflections, you get the best of both worlds (screen-space reflectionsand real-time reflection probes) at a fraction of the cost (hardware-accelerated ray tracing).Let’s move on to the sign 2. Sign 2: Long Lightmap Baking Sessions That Lead to Nowhere something that causes strain or tension
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