https://discussions.unity.com/t/deferred/1579636/3
Render both, transparent and opaque objects, one at a time. For each object, we bind a list of lights that affect that it. On the GPU, we iterate over this list and accumulate lighting.
The upside of this approach is that this is dead-simple, and has a low CPU cost. For very simple scenes, this is a win.
Downsides are (a) overdraw, i.e. you pay for lighting pixels that will be later occluded by other geometry, (b) a smaller light limit, (c) incompatibility with GPU-driven rendering and GPU occlusion culling.