PolySpatial Lighting Culling Mask

Hello. Using the PolySpatial Lighting Node in a custom shader is there any way to have a given object not be affected by a particular dynamic light in the scene but still receive light from other lights? Using a light culling mask with the object being on an ignored layer does not seem to have any impact, and I am wondering if there is any sort of workaround for this functionality. Thank you!

At the moment, because of the way light data is transferred (as globals), there’s no way to control which lights affect which objects on a per-object basis. You can only control which lights are included in the (up to four) applied using the Render Mode property.

If you’re interested in support for this, I’d suggest submitting it to the roadmap.