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    Forward+ Rendering Path

    The Forward+ Rendering Path lets you avoid the per object limit of the Forward Rendering 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.
      The per-Camera limits for different platforms are:

      • Desktop and console platforms: 256 Lights
      • Mobile platforms: 32 Lights. OpenGL ES 3.0 and earlier: 16 Lights.
      This let's you avoid splitting big meshes when more than 8 lights affect them.
    • Blending of more than 2 reflection probes.

    • Support for multiple Lights when using Unity Entity Component System (ECS).

    • More flexibility with procedural draws.

    See also: Rendering Path comparison.

    How to select the Forward+ Rendering Path

    To select the Forward+ Rendering Path, use the property Rendering > Rendering Path in the URP Universal Renderer asset.

    Select the Rendering Path in the URP Universal Renderer asset

    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 Pixel 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.

    Limitations

    The Forward+ Rendering Path has no limitations compared with the Forward Rendering Path.

    In This Article
    • How to select the Forward+ Rendering Path
    • Limitations
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