\Library\PackageCache\com.unity.render-pipelines.universal@7.3.1\ShaderLibrary\Lighting.hlsl
Light GetMainLight(float4 shadowCoord)
{
Light light = GetMainLight();
light.shadowAttenuation = MainLightRealtimeShadow(shadowCoord);
return light;
}
When using this method there is no way to set a certain light as main for certain material and it does not respect Light.cullingmask settings. All materials receive same main light settings.
I would expect shader when using this method should set main light with culling mask setting in mind.
If there is work around i would appreciate it.