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Can I have a light cast shadows on a layer not in the culling mask?
In Unity 5, you cannot copy baked prefabs with lightmaps. I've worked around with some scripts provided by techs, and after that's all said and done, the lights in the duplicate prefab "double" light the scene, making it twice as bright. However, the exact same prefab that I originally copied from is perfectly fine, even though nothing is changed (only the duplicates are lighting twice as much).
I've made a script to simply change the layer of the renderers for the duplicates, as well as take it off of the culling mask from all the lights that were copied. Therefore, objects are still lit by the light, without simply disabling the light in the first place.
I'm so close! All I need is to get shadows to work.
tl;dr
How can I possibly have a light cast shadows on a layer not in the culling mask?
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