I have always been deeply fascinated by Forward Plus lighting architectures. Before the official URP Forward Plus was released, I implemented a custom Forward Plus solution for URP based on Depth Pre-pass, known as ForwardPlusURP
The core logic of that version followed the classic Tile-based Forward+ approach: it rendered a depth pre-pass to calculate the depth range for each tile and performed light culling to reduce the cost of light loops in the fragment shader.