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Rendering 15: Deferred Lights
You already know how to fill the G-buffers. Now you'll also render your own deferred lights, instead of leaving that to Unity.

From now on, the Rendering series is also created with Unity 5.6. This has introduced a few changes, but you should be able to handle that.

Also, Nvidia's Cg documentation has been taken offline. So standard shader functions, like normalize and tex2D, now link to Microsoft's MSDN search for HLSL. Weren't you aware that those were links? Now you are!