URP and lots (LOTS) of lights

Hello,
I am working on a open world game in a modern city and currently I have over 200 point lights from street lamps.
This is just the beginning as I’ll probably also have lights from bars, shop etc…

I run my project on URP and as you may already see where it’s going: I maybe have 20 lights on and everything else is disabled.

The thing is that I have set up occlusion occuling with baked zones but somehow my lights are not getting rendered exclusively where the camera looks at. Is this normal?

is there any way for me to have a LOT of lights in my city while running on URP?
Thanks for your help

For LOTS of lights there is DereffredRendering in URP 12
May be Forward+ will help either but it is not released yet

Thank you, it didn’t have much effect because the shader I am using doesn’t allow deferred rendering :frowning:

Now, when I want to bake my lights with a lightmap, it says it will take around 360 days or more, is this normal?

You need to bake light maps with GPU with CPU it is nearly impossible for mid or large scenes :slight_smile:
Additionally check your lighting settings they can be too precise and because of this you see 360 day instead of say
8 hours on CPU

Ok thank you! I will check this out when I’m home and give you an update! I appreciate it

So Update, I put everything on the lowest settings, I have 12 point lights in my scene and:

  • It takes approximatively 12 days and x hours to render (GPU is RTX 3070)
  • I have no “deferred path” option in my settings anywhere…

i am lost

Are you sure you’re using the GPU lightmapper? It should be a few minutes with an RTX 3070.
Reduce your texel/sample count and test

URP deferred is only available on Unity 2021.2+.