I don't have a link to the .pdf but someone linked it in another thread. It seems that with the switch to PBR for 5.0 Unity has also decided to switch from a LPP to a full on deferred renderer. The switch makes sense and will bring some neat changes to scenes that have complex lighting arrangements.(Multiple overlaps in less draw calls) I'm curious if anyone knows or is willing to share what implementation details are being considered. Is it going to use the Frostbite-style implementation, and if so is the new shader interface and threading optimizations meant to support the awesome parallel support that Frostbite has?