Hi. I have just begun messing around with the HD Rendering Pipeline available on Unity 2018. I have encountered a problem when having multiple light sources. After having a number of light sources (14 or more), all my objects stop casting shadows and I get a few errors:
Shadow atlasing has failed.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Shadow atlasing has failed.
Shadow allocation failed in the ReserveFinalize step.
Is this a limitation for this pipeline? Is there a way to fix it? It really gets in the way of my sci-fi scenes where I need a lot of light sources (a few for each room).
Thank you.