Hey guys, I'm using HDRP 12.1.0 + Hybrid Renderer 0.11.0 + Unity 2021.2 to render a rather large scene. Most dynamic objects are GameObjects, and most of the static level geometry is placed in subscenes. I'm also using the Umbra-based occlusion culling system, mostly for disabling certain GameObjects when they're not in view (CullingGroup API). The scene contains a single shadow casting directional light (sunlight). Overall the performance is... managable, except for this giant spike in a single job worker that's making my life much more difficult. It appears to take more or less time depending on the camera angle and the number of objects in the subscene. Disabling occlusion culling in the camera settings makes it disappear, but this increases the rendering cost, so this isn't a viable solution. It also goes away when I disable scene lights or unload my subscenes. Edit: As I'm slowly rotating my camera, this is what the ~10ms spike looks like. I'm not sure if it's specific scene objects causing this, but I'll keep trying to narrow it down. A couple of questions: - What is the engine doing exactly? (Shadows.CreateUmbraShadowCuller seems to be in the black box part of the engine, and there's no documentation available) - What am I doing wrong here? How can I improve my setup to get rid of this bottleneck? - Can I disable occlusion culling for shadows (or whatever is happening here) and keep the rest of my current rendering settings?