diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md index 3ac208d453b..17daafbdd19 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md @@ -15,8 +15,8 @@ You can choose between three rendering modes: | **Lit Shader Mode** | **Description** | | ------------------- | ------------------------------------------------------------ | -| **Forward** | HDRP calculates the lighting in a single pass when rendering each individual Material. | -| **Deferred** | HDRP renders all GameObjects into a GBuffer that stores the Material properties that are visible on the screen. HDRP then processes the lighting for every GameObject in the Scene. | +| **Forward** | HDRP calculates the lighting in a single pass when rendering each individual GameObject. | +| **Deferred** | HDRP renders the Material properties of every GameObject visible on screen into a GBuffer. HDRP then processes the lighting for every pixel in the frame. | | **Both** | Use the [Frame Settings](Frame-Settings.html) to change between **Forward** and **Deferred** rendering mode on a per Camera and Reflection Probe basis at runtime. Selecting this increases Project [build time](#BuildTime). | If you select **Both**, you can set a rendering mode for all Cameras to use by default, and also override this default rendering mode at runtime for a specific Camera. For example, you can use Forward mode for a Planar Reflection Probe and then render your main Camera using Deferred mode.