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HDRP + Light with culling mask not possible?

Discussion in 'Graphics Experimental Previews' started by sanmn19, May 26, 2018.

  1. sanmn19

    sanmn19

    Joined:
    Jun 30, 2013
    Posts:
    56
    There is no culling mask for any type of lights In high definition render pipeline. I raised a bug and they mentioned that it's intended behavior.

    How would one go about having different set of lights for character and environment?

    Why is this intentionally left out? So, what's the work around for this? Is this feature that is ever going to be included?
     
    Last edited: May 26, 2018
    pojoih likes this.
  2. sanmn19

    sanmn19

    Joined:
    Jun 30, 2013
    Posts:
    56
    Bump. This should be a major issue. I'm wondering how others are able to get around this limitation.
     
    pojoih likes this.
  3. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi,
    This is not supported in HDRP currently and there is no workaround. The new lighting architecture (tile/cluster light list) of HDRP make it more difficult to implement within our targeted performance (for deferred). We will develop a solution in the future (that have a cost). But no ETA for it currently.
     
  4. sanmn19

    sanmn19

    Joined:
    Jun 30, 2013
    Posts:
    56
    Thanks for the reply. I really hope people in unity can figure out a cost effective way to implement it. If someone figures out a hacky solution to this, please post it here.