Deciding on which rendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
See in Glossary is most suitable for your Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP) project depends on the type of project, and on the target hardware.
Use the default Forward renderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info
See in Glossary path if you don’t have many lights in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary or you’re rendering on a mobile or low-end platform, because Unity limits both the number of lights and the number of per-pixel lights.
Choose the Forward+ rendering path in the following cases:
Choose the Deferred rendering path in the following cases:
Avoid using lights with a Subtractive or ShadowmaskA Texture that shares the same UV layout and resolution with its corresponding lightmap. More info
See in Glossary Lighting Mode with the Deferred rendering path, because these lights are optimized only for the Forward rendering path.
Unity falls back to a different rendering path in the following situations:
The following table lists the differences between the rendering paths in URP.
Feature | Forward | Forward+ | Deferred | |
---|---|---|---|---|
Mobile performance | Low performance impact. | Low performance impact. | High performance impact, because Unity adds extra render passes to render the G-buffer. | |
Render passes per object | 1 | 1 | 1 | |
Realtime lights per object | 9 | Unlimited | Unlimited for opaque objects. 9 for transparent objects. | |
Realtime lights per camera | Up to 257 depending on the platform. | Up to 256 depending on the platform. The Forward+ Rendering Path treats the Main Light and Additional Lights the same way, so the per-camera limits are one light less. | Up to 257 depending on the platform. | |
Per-vertex lights | Yes | No | No | |
Disable the Main Light | Yes | No | No | |
Per-pixel normals | Accurate, with no encoding. | Accurate, with no encoding. | Less accurate encoded normals, or you can select more accurate but slower normals. For more information, refer to G-buffer layout in the Deferred rendering path. | |
Multisample anti-aliasing (MSAA) | Yes | Yes | No | |
Camera stacking | Yes | Yes | Yes, but the Base CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary uses the Deferred rendering path, and Overlay Cameras use the Forward rendering path. For more information, refer to Introduction to camera render types. |