You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -7,7 +7,7 @@ The Forward+ Rendering Path lets you avoid the per object limit of the Forward R
7
7
8
8
The Forward+ Rendering Path has the following advantages compared with the Forward Rendering Path:
9
9
10
-
* There is no per-object limit for the number of Lights that affect GameObjects, the [per-Camera limit still applies](../urp-universal-renderer.md#real-time-lights-limitations).<br/>This implementation lets you avoid splitting big meshes when more than 8 lights affect them.
10
+
* There is no per-object limit for the number of Lights that affect GameObjects, the [per-Camera limit still applies](../urp-universal-renderer.md#per-camera-limit).<br/>This implementation lets you avoid splitting big meshes when more than 8 lights affect them.
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md
+16-6Lines changed: 16 additions & 6 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -19,28 +19,38 @@ The URP Universal Renderer implements the following Rendering Paths:
19
19
20
20
### Rendering Path comparison
21
21
22
-
The following table shows the differences between the Forward and the Deferred Rendering Paths in URP.
22
+
This section shows the differences between the Rendering Paths in URP.
23
23
24
24
| Feature | Forward | Forward+ | Deferred |
25
25
|---------|---------|----------|----------|
26
-
| Maximum number of real-time lights per object. | 9 (1 Main Light, and 8 Additional Lights) | Unlimited. [The per-Camera limit applies](#real-time-lights-limitations). | Unlimited. [The per-Camera limit applies](#real-time-lights-limitations).<br/>Transparent objects are rendered using the Forward pass, where the maximum number of real-time lights is 9 (1 Main Light, and 8 Additional Lights). |
26
+
| Maximum number of real-time lights per object. | 9 (1 Main Light, and 8 Additional Lights) | Unlimited. The [per-Camera limit](#per-camera-limit) applies. | Unlimited. The [per-Camera limit](#per-camera-limit) applies.<br/>Transparent objects are rendered using the Forward pass, where the maximum number of real-time lights is 9 (1 Main Light, and 8 Additional Lights). |
27
27
| Per-pixel normal encoding | No encoding (accurate normal values). | No encoding (accurate normal values). | Two options:<ul><li>Quantization of normals in G-buffer (loss of accuracy, better performance).</li><li>Octahedron encoding (accurate normals, might have significant performance impact on mobile GPUs).</li></ul>For more information, refer to [Encoding of normals in G-buffer](rendering/deferred-rendering-path.md#accurate-g-buffer-normals). |
28
28
| MSAA | Yes | Yes | No |
29
29
| Vertex lighting | Yes | No | No |
30
30
| Camera stacking | Yes | Yes | Supported with a limitation: Unity renders only the base Camera using the Deferred Rendering Path. Unity renders all overlay Cameras using the Forward Rendering Path. |
There is a per-Camera limit which applies to the number of real-time lights in all rendering paths.
34
+
There are per-camera limits on the number of visible lights in all rendering paths.
35
35
36
-
As for the Additional Lights, the limit applies only to the Lights visible to the Camera.
36
+
The Main Light always counts as visible.
37
37
38
-
The per-Camera limits for different platforms are:
38
+
The per-camera limits for different Rendering Paths and platforms are:
39
+
40
+
**Forward and Deferred Rendering Paths**:
39
41
40
42
* Desktop and console platforms: 1 Main Light, and 256 Additional Lights.
41
43
42
44
* Mobile platforms: 1 Main Light, and 32 Additional Lights.<br/>OpenGL ES 3.0 and earlier: 1 Main Light, and 16 Additional Lights.
43
45
46
+
**Forward+ Rendering Path**:
47
+
48
+
The Forward+ Rendering Path treats all lights (the Main Light and Additional Lights) the same way, which is why the per-camera limits are one light less than in the Forward and Deferred Rendering Paths.
49
+
50
+
* Desktop and console platforms: 256 lights (including the Main Light).
51
+
52
+
* Mobile platforms: 32 lights (including the Main Light).<br/>OpenGL ES 3.0 and earlier: 16 lights (including the Main Light).
53
+
44
54
## How to find the Universal Renderer asset
45
55
46
56
To find the Universal Renderer asset that a URP asset is using:
0 commit comments