Skip to content

Commit dd72c14

Browse files
oleks-kEvergreen
authored andcommitted
Added the correct max light limits for the Forward+ path, made the per-camera section more clear.
Added the correct max light limits for the Forward+ path, made the per-camera section more clear.
1 parent ab99473 commit dd72c14

File tree

2 files changed

+17
-7
lines changed

2 files changed

+17
-7
lines changed

Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ The Forward+ Rendering Path lets you avoid the per object limit of the Forward R
77

88
The Forward+ Rendering Path has the following advantages compared with the Forward Rendering Path:
99

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.
1111

1212
* Blending of more than 2 reflection probes.
1313

Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md

Lines changed: 16 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -19,28 +19,38 @@ The URP Universal Renderer implements the following Rendering Paths:
1919

2020
### Rendering Path comparison
2121

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.
2323

2424
| Feature | Forward | Forward+ | Deferred |
2525
|---------|---------|----------|----------|
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). |
2727
| 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). |
2828
| MSAA | Yes | Yes | No |
2929
| Vertex lighting | Yes | No | No |
3030
| 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. |
3131

32-
#### Real-time lights limitations
32+
#### <a name="per-camera-limit"></a>Per-camera visible real-time light limit
3333

34-
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.
3535

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.
3737

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**:
3941

4042
* Desktop and console platforms: 1 Main Light, and 256 Additional Lights.
4143

4244
* Mobile platforms: 1 Main Light, and 32 Additional Lights.<br/>OpenGL ES 3.0 and earlier: 1 Main Light, and 16 Additional Lights.
4345

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+
4454
## How to find the Universal Renderer asset
4555

4656
To find the Universal Renderer asset that a URP asset is using:

0 commit comments

Comments
 (0)