Resources for choosing between the Forward, Forward+, and Deferred rendering paths in the Universal Render Pipeline (URP).
| Page | Description |
|---|---|
| Introduction to rendering paths | Understand the differences between the Forward, Forward+ and Deferred rendering paths in URP. |
| Choose a rendering path | Decide which rendering path to use for your Universal Render Pipeline (URP) project, depending on the type of project and the target hardware. |
| Set the rendering path | Use the Rendering Path setting in the Universal Renderer asset to set the rendering path. |
| Forward and Forward+ rendering paths | Learn more about the Forward and Forward+ rendering paths in URP. |
| Deferred and Deferred+ rendering path | Resources for using the Deferred and Deferred+ rendering paths, which has no limit on the number of lights that can affect an opaque GameObject. |
| Troubleshooting the Forward+ rendering path | Solve common issues with the Forward+ rendering path, for example reduce the maximum number of visible lights to reduce build times. |