# 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. ![Select the Rendering Path in the URP Universal Renderer asset](../Images/rendering/forward-plus/urp-select-forward-plus-path.png) 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.