Hello,
I’m currently building a large scene in Unity that has a lot of point lights.
Each room in the scene (~40 rooms) has 2 point lights and I am using deferred rendering (to enabled shadows so that light doesn’t leak out of the room).
When using forward rendering my game runs at 60 fps, but when switching to deferred lighting it runs around 25-30 fps (because its calculating the soft shadows for the point lights I’m assuming).
How can I solve this problem while still preventing lights from leaking through walls?
Thanks!