Within Unity’s Built-in Render Pipeline you are given two choices of render paths: Forward Rendering and Deferred Shading.
In forward rendering real-time lights are very expensive, but to offset this cost you can choose how many lights should be rendered per pixel.
Deferred shading requires GPU support, but on enabled hardware it can render a large number of real-time lights and requires a high level of lighting fidelity.
While deferred shading is very attractive for light intensive games for PC or console, it is not very performant on mobile GPUs. This is due to the lower bandwidth of mass market devices. When you are making a mobile title, it is important that the work you do can run smoothly on as many devices as possible. So to support its users, Unity has provided the Universal Render Pipeline (URP). This is a pre-built Scriptable Render Pipeline that is tuned for performance. URP has a slew of features to help your app be as performant as it can, which you can read more about here. It is because of those optimizations that we suggest lighting projects use URP.