When Umbra does it’s calculations, is the culling based off of game object nodes? or are they culling individual visible faces of meshes?
I was told the old culling in Unity was based off of whether the game object node was in the camera’s frustrum, which would turn the entire object on or off visibly. I would imagine culling individual visible faces would be the better solution.
Anybody know more about this?
Thanks,
-Seth