The problem is that Unity does not allow to mix the forward and the deferrend camera modes with depth-only clear flags where deferred needs to be rendered on top of forward. The deferred and the forward rendering cameras seem to mix the depth and the background textures, which results in ghosting or black areas on the screen. Probably the problem is that deferred rendering must be completed before the forward rendering is done. However, having all cameras in deferred mode also does not work. I think that this is a Unity bug and I also don't see any chance to correct this. Finally, I don't think that you need to render the UI or the camera perspective gizmo in the deferred mode! Is there any reason for this? Everything works fine if you set the UI Camera and the gizmo camera to render in the forward mode, but the main camera to render in the deferred mode. Would it be a valid option for you to do the following? 1. Set Player Settings to render Forward 2. Set the Main Cameras in all your scenes to render Deferred 3. Leave all UI Cameras in all your scenes with the Use Player Settings selection This way you should have the most performant version. Your world will be rendered deferred, with all the advantages concerning lighting that you need. The UI and the gizmo will be rendered forward, without the overhead of the deferred rendering.