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Culling Masks with Deferred Lighting
The support docs list support for light culling masks as being "limited" with Deferred Lighting. Does anybody know what, specifically this means? I had culling working fine before, but something I did appears to have broken it. I would absolutely love to get it back.
In the meantime, I have a shader that forces Forward rendering for that object, but that's far from ideal. Anybody have a better workaround?
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