🤔

Light limits: Built-in - forward#

Forward rendering is lighting strategy that manually handles the rendering of lights individually on a per-object basis.
These lights are prioritised based on their Importance, brightness, and distance.
Their quality can also be affected by these metrics, as their accuracy is reduced to different levels of detail as their importance diminishes.

Resolution#

Lightmapping#

If a project consists of many static lights, they should be baked. This requires lightmap UVs, and pre-processing time. This gives the benefit of high-quality lighting, even global illumination, with minimal processing impact.
See Lightmapping: Getting started for more information.

Switching to deferred#

If your project intends to support many dynamic lights often it can be beneficial to switch the to the deferred shading render path.
This can come with drawbacks: deferred does not support hardware antialiasing (MSAA), orthographic projection, per-object shadow disabling, and culling masks are limited.
See Rendering Path comparison for more information.

Forward rendering#

If you wish to use forward rendering and dynamic lights: reducing their range, substituting many specific lights for fewer more general ones, and lastly (at the cost of performance) increasing the Pixel Light Count setting in the Quality settings can help towards a functioning lighting setup.


See Introduction to Lighting and Rendering for a step-by-step process on lighting considerations.