# GBuffer1

> Deferred shading G-buffer #1 (typically specular + roughness).

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.0/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
GBuffer1 = 11
```

### Remarks

Built-in deferred shaders put specular color into RGB channels, and roughness into A channel of this texture. But your own custom shaders could be outputting anything there of course.

Additional Resources: [CommandBuffer](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer.md).
