There is no culling mask for any type of lights In high definition render pipeline. I raised a bug and they mentioned that it’s intended behavior.
How would one go about having different set of lights for character and environment?
Why is this intentionally left out? So, what’s the work around for this? Is this feature that is ever going to be included?
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Bump. This should be a major issue. I’m wondering how others are able to get around this limitation.
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Hi,
This is not supported in HDRP currently and there is no workaround. The new lighting architecture (tile/cluster light list) of HDRP make it more difficult to implement within our targeted performance (for deferred). We will develop a solution in the future (that have a cost). But no ETA for it currently.
Thanks for the reply. I really hope people in unity can figure out a cost effective way to implement it. If someone figures out a hacky solution to this, please post it here.