Light culling when Camera.worldToCameraMatrix is customized

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.

Apparently the issue seems to have something to do with URP’s Forward+. If i switch my project to use normal Forward or Deferred, the issue disappears. Would anyone know why, or is this a bug?