Hello,
I have a project that uses a custom orthographic camera worldToCameraMatrix to achieve a specific 2.5D effect. However, i have noticed that by doing this, the scene lights are not properly culled anymore.
Would anyone know how to fix this?
With customised worldToCameraMatrix;
Without customised worldToCameraMatrix;
I believe this artefact happens due to how changing the matrix to a render far away enough from the Unity transform of the camera, causes the light culling system to incorrectly cull light. But i need this custom matrix transform.