Enabling numerous lights on Quest 2 with Unity
I've researched this for hours and hours, but there is SO MUCH information. I'm just trying to answer a simple question. How can I have numerous lights (50 in the view frustum) on Quest 2 using Unity, but without abandoning the efficiency of tiled rendering on the Adreno 650 GPU? I am very reluctant to turn on deferred rendering, for reasons that I hope are obvious. Most of the lights are not very bright - that is, if I allow rendering 6 lights on a single triangle, then I can probably get away with using the closest 6 lights to a polygon and it will work well enough. I can't figure out whether I should be going to URP (formerly LWRP) or sticking with the built in. Do I have to write my own shader, simply to retain forward tiled rendering with many lights? I'm just a bit overwhelmed with how much detailed information is involved here...
