Applying lighting
When discussing ways to process lighting in a game, there are two main ways we can do so, known as Forward rendering and Deferred rendering, each having some variants. Both handle lighting in a different order, with different techniques, requirements, pros, and cons. Forward rendering is usually recommended for performance, while Deferred rendering is usually recommended for quality.
Also, in Unity, the Forward Renderer comes with three modes: Multi-Pass Forward, which is used in the Built-In Renderer (the old Unity renderer), Single-Pass Forward, which is used by default in URP, and Single-Pass Forward+, the only form of Forward that HDRP (High Definition Render Pipeline) supports, as well as an option for URP. We have several modes because each one has different characteristics and limitations, making them ideal for different types of games.
Choosing between them depends on the kind of game you are creating and the platform you need to run the game on....