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Does deferred rendering work on iOS devices?

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We have a single camera in the scene and it is set to deferred shading rendering path. When run on an iOS device, unity always switches camera to forward rendering path. The documentation states that deferred rendering "requires a graphics card with Multiple Render Targets (MRT), Shader Model 3.0 (or later), support for Depth render textures and two-sided stencil buffers". We have set graphics API to OpenGL ES 3.0, and are running the game on iOS 6 device which does support MRT (up to 256 bits). There seems to be no reason why deferred shading should not work on these devices. Can anyone tell me how to make it work, or if it isn't supported, why? Also if Unity doesn't allow this, did anyone try to make their own deferred rendering path within Unity? Could one force Unity to manually start a g-buffer and lighting passes with custom shaders?

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