The Forward+ Rendering PathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
See in Glossary lets you avoid the per object limit of the Forward RenderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info
See in Glossary Path.
The Forward+ Rendering Path has the following advantages compared with the Forward Rendering Path:
There is no per-object limit for the number of Lights that affect GameObjects, the per-Camera limit still applies.
This implementation lets you avoid splitting big meshes when more than 8 lights affect them.
Blending of more than 2 reflection probesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary.
Support for multiple Lights when using Unity Entity Component System (ECS).
More flexibility with procedural draws.
The Forward+ Rendering Path has no limitations compared with the Forward Rendering Path.
For more information, also check: Rendering Path comparison.
When you set the Rendering Path to Forward+, Unity ignores the values in the following properties in URP Asset, Lighting section:
* Main Light. With Forward+ the value of this property is Per PixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary regardless of the value you select.
Additional Lights. With Forward+ the value of this property is Per Pixel regardless of the value you select.
Additional Lights > Per Object Limit. Unity ignores this property.
Reflection Probes > Probe Blending. Reflection probe blending is always on.