URP has per-object and per-camera light limits.
| Rendering Path | Light limit per object | Light limit per camera |
|---|---|---|
| Forward | 4 for GLES2, 8 for all other graphics APIs. | On mobile platforms: 32. On OpenGL ES 3.0 and earlier: 16. On other platforms: 256. |
| Forward+ | unlimited | |
| Deferred | unlimited |
Forward+ is generally the most flexible render pipeline, with high light limits and complex shader support.
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.
If you wish to use dynamic lights: reducing their range, substituting many specific lights for fewer more general ones, and lastly (at the cost of performance) increasing the Per-Object Limit setting in the pipeline asset can help towards a functioning lighting setup.