TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Documentation~/rendering/forward-plus-rendering-path.md

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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.