# Forward+ Rendering Path
The Forward+ Rendering Path lets you avoid the per object limit of the Forward Rendering Path.
The Forward+ Rendering Path has the following advantages compared with the Forward Rendering Path:
* 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).
This implementation lets you avoid splitting big meshes when more than 8 lights affect them.
* Blending of more than 2 reflection probes.
* Support for multiple Lights when using Unity Entity Component System (ECS).
* More flexibility with procedural draws.
See also: [Rendering Path comparison](../urp-universal-renderer.md#rendering-path-comparison).
## How to select the Forward+ Rendering Path
To select the Forward+ Rendering Path, use the property **Rendering** > **Rendering Path** in the URP Universal Renderer asset.

When you set the Rendering Path to Forward+, Unity ignores the values in the following properties in URP Asset, **Lighting** section:
* **Main Light**. With Forward+ the value of this property is **Per Pixel** regardless of the value you select.
* **Additional Lights**. With Forward+ the value of this property is **Per Pixel** regardless of the value you select.
* **Additional Lights** > **Per Object Limit**. Unity ignores this property.
* **Reflection Probes** > **Probe Blending**. Reflection probe blending is always on.
## Limitations
The Forward+ Rendering Path has no limitations compared with the Forward Rendering Path.