35 lines
1.8 KiB
Markdown
35 lines
1.8 KiB
Markdown
# Forward+ Rendering Path
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The Forward+ Rendering Path lets you avoid the per object limit of the Forward Rendering Path.
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The Forward+ Rendering Path has the following advantages compared with the Forward Rendering Path:
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* There is no per-object limit for the number of Lights that affect GameObjects, the per-Camera limit still applies.<br/>The per-Camera limits for different platforms are:<ul><li>Desktop and console platforms: 256 Lights</li><li>Mobile platforms: 32 Lights. OpenGL ES 3.0 and earlier: 16 Lights.</li></ul>This let's you avoid splitting big meshes when more than 8 lights affect them.
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* Blending of more than 2 reflection probes.
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* Support for multiple Lights when using Unity Entity Component System (ECS).
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* More flexibility with procedural draws.
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See also: [Rendering Path comparison](../urp-universal-renderer.md#rendering-path-comparison).
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## <a name="how-to-enable"></a>How to select the Forward+ Rendering Path
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To select the Forward+ Rendering Path, use the property **Rendering** > **Rendering Path** in the URP Universal Renderer asset.
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When you set the Rendering Path to Forward+, Unity ignores the values in the following properties in URP Asset, **Lighting** section:
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* **Main Light**. With Forward+ the value of this property is **Per Pixel** regardless of the value you select.
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* **Additional Lights**. With Forward+ the value of this property is **Per Pixel** regardless of the value you select.
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* **Additional Lights** > **Per Object Limit**. Unity ignores this property.
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* **Reflection Probes** > **Probe Blending**. Reflection probe blending is always on.
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## Limitations
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The Forward+ Rendering Path has no limitations compared with the Forward Rendering Path.
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