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.

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.
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