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Culling masks in deffered lighting
Hi,
According to unity's page about deferred rendering :
http://unity3d.com/support/documentation/Components/RenderTech-DeferredLighting.html
It says : "Disadvantages : ..... limited support light Culling Masks".
I would like to know more about this limitation. I'm guessing that culling mask doesn't get stored in the G-buffer, so dynamic lights can't know if a pixel is supposed to be lit by them or not. Is this the case? If so, does the "limited support" mean that baked lightmaps are still able to mask-out objects using culling masks?
Thanks!
Answer by obsidian1269 · Nov 27, 2011 at 03:16 PM
I'm wondering about this very issue. It seems that Unity completely ignores any light layers I attempt to implement. This makes preventing issues like this pretty much impossible:
I look forward to a post from the Unity team regarding how to deal with light bleed issues such as this if culling masks wont even solve it.