# GBuffer4

> Deferred shading G-buffer #4 (typically occlusion mask for static lights if any).

## Definition

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

```csharp
GBuffer4 = 16
```

### Remarks

Built-in deferred shaders put baked direct light occlusion into RGBA channels of this texture on platform that support at least 8 render targets.

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