Latest Unity 6 Bug - Occlusion Culling Culled Objects still rendering shadow

It’s killing performance and why is that?! If I disable the MeshRenderer component or the GameObject the shadows disappear but even when the object is occluded and not visible why the shadow still showing

Im running into this with version 2022.3.52f1. Thats how I got here.

Trying to figure out how to shut off shadows of occluded objects which are causing the tri count to skyrocket.

I hope I understood the issue correctly but when objects are occlusion culled from the camera view, it doesn’t necessarily imply that they should be culled away from shadow casting as their shadow could still be visible in camera. Is this not the behaviour you are looking for?

Yes that does make sense for some objects that are just beyond camera view, but objects that are on the otherside of the map, which are occluded from the camera still have their shadows rendered. This is viewable by looking at scene view during gameplay.

Are these shadows coming from local lights such as point or spot? If this is the case this might be “normal” as we do not go through Umbra occlusion culling for shadow casters in that case, as things are trickier than for directional lights. If this is not the case, or if I still haven’t correctly understood the issue, please do not hesitate to file a bug with a reproduction project so we can have a closer look at the exact situation.