GPUDrivenForwardPlus View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
First released
Unity version
2022.3.62 or later
Package size
159.0 MB
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GPUDrivenForwardPlus

by SmallBurger (opens in new tab)

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A GPU-driven Forward+ lighting system for Unity URP, designed for mobile-first performance. Supports up to 64 visible lights per camera with predictable GPU-based light culling.

Price $99.00

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Price history for GPUDrivenForwardPlus, 6 months Current $99.00; lowest $99.00; highest $99.00 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

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GPUDrivenForwardPlus screenshot 1

GPUDrivenForwardPlus screenshot 1

About this asset

GPUDrivenForwardPlus is a GPU-driven clustered forward lighting system for Unity URP,

designed specifically for scenes that require more than the default per-camera visible light budget.

URP’s built-in Forward+ pipeline is optimized around a fixed per-camera visible light limit,

which works well for many projects but becomes a constraint in light-dense scenes.

GPUDrivenForwardPlus is built with a different design goal: enabling a single camera

to reliably process up to 64 additional lights with fully deterministic GPU behavior.

This is achieved by assigning lights to view-space clusters on the GPU.

Each Cluster AABB is strictly limited to a maximum of 8 additional lights, ensuring

that every pixel evaluates only a small, fixed number of lights.

As a result:

  • A single camera can handle up to 64 additional lights
  • Shading cost is strictly bounded per cluster (max 8 lights)
  • Lighting cost becomes independent of object count
  • Lighting cost becomes independent of draw call count
  • Performance remains predictable and stable on mobile GPUs

The system uses a forward lighting pipeline (not deferred) and is compatible with

URP Lit and SimpleLit workflows. A minimal custom Forward+ shader example is included for extension and integration.

From the publisher's Asset Store listing.

Technical details

  1. GPU-driven light culling: Light visibility and clustering are resolved on the GPU side for deterministic behavior.
  2. Single compute dispatch per frame: All light culling results are generated with one ComputeShader dispatch per camera.
  3. No interlocked operations in ComputeShader: The ComputeShader avoids atomic / interlock instructions to ensure stable performance on mobile GPUs.
  4. Forward lighting pipeline: Lighting is evaluated in a forward rendering pass (not deferred).
  5. Per-camera light budget: Each camera supports up to 64 concurrent lights.
  6. Per-cluster light budget: Each cluster AABB supports up to 8 lights by design to guarantee predictable GPU memory access.
  7. No pre-depth pass required: The pipeline does not rely on any pre-depth or depth-only pass.
  8. Alpha objects supported: Transparent (alpha) objects are included in the light culling and lighting process.
  9. Debug visualization supported: Built-in debug views for per-cluster light count and cluster heatmaps.
  10. Shader support
    1. ForwardPlusLight (URP Lit compatible)
    2. ForwardPlusSimpleLight (URP SimpleLit compatible)
    3. CustomForwardPlusLight, A minimal Custom Forward+ shader example for extension and integration.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.62f3 Not listed Compatible Not listed

As listed on the Asset Store.