So Unity has the Deferred Lighting rendering path. For Unity 5.0 right now we're somewhat sweeping it under the rug, and want to direct people to use new "deferred shading" rendering path. Advantages of new deferred shading: More information in the g-buffer, so things like physically based rendering are possible. Which means it works with new fancy Standard shader in 5.0. One pass over geometry (compared to two passes for light prepass). Advantages of the old one (light prepass) deferred lighting: Can work on more platforms - does not require multiple render targets. In practice this means most mobiles could in theory run it, and same for Xbox 360 (we don't have MRT implemented on 360 right now). Can use less video memory bandwidth than full deferred shading. Now, the question: should we keep the old deferred lighting path working, or just flat-out remove it? Based on some data we have, it doesn't look like many people are using deferred to begin with. Mobile games pretty much never use it; and on PC/consoles about 10% of game builds use it (from editor analytics). If most of these would upgrade to new deferred shading in Unity 5.0, then not much point in keeping the old one around. Update: looks like we're keeping deferred lighting in Unity 5.0.