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Showing content from https://docs.unity3d.com/Manual/urp/rendering/deferred-rendering-path-landing.html below:

Manual: Deferred and Deferred+ rendering paths in URP

Forward and Forward+ rendering paths in URP

Introduction to the deferred rendering path

Deferred and Deferred+ rendering paths in URP Scene rendered with the Deferred Rendering Path

Resources for using the Deferred and Deferred+ rendering paths. The Deferred 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
has no limit on the number of lights that can affect an opaque GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
, however the Deferred+ rendering path uses Forward+ instead of Forward for the transparent pass and for the forward only opaque pass, and has the same light limit as Forward+.

Forward and Forward+ rendering paths in URP

Introduction to the deferred rendering path


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