Hi there,Yes, I remember we talked before about the custom deferred renderer I am working on, which is in a way similar to UberUnfortunately, I had to scrap all plans to release that renderer since last week we were told by the Unity team that by the end of this year all assets that do not support at the very least the Lightweight pipeline on top of the Standard one might be removed from the store. If that happens, assets such as Uber or any deferred renderer I could make would be taken off as well since Lightweight doesn't support deferred rendering modesThis of course would make all my work on it go to waste in just a few months more. But I found a good compromiseThe new deferred version that will be included with this package will work with any number of lights for the standard, exterior lighting and with (at the moment) up to 4 lights for translucency and scattering. This means that the shader will have all the performance advantages of the deferred pipelineneeding any additional shaders or any custom renderers. It will work right out of the box with Uber, Lux and even the default Unity deferred renderer while only losing some quality by managing translucency and scattering on only 2-4 lights.I am still working on how to set up these lights (statically when building the scene vs dynamically picking up the closest point lights + the main directional ) but this is the best solution I found to provide deferred support out of the box regardless of which renderer any user is using.In short : No, the new version with deferred support won't require any specific rendering nor additional shaders. It will work just like any other shader and will be usable with Uber and others, with the small trade-off that translucency and scattering will be somewhat limited compared to the full forward version.I hope this clears it up a bit more