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Light visibility optimization
Hello! I'm developing FPS game with modern graphics using LWRP. Now i'm using Personal version of Unity. I've found strange behaviour of Occlusion culling. We have a lot of light source, of course, some of them are realtime with shadows, and even when i see small counts of polygons on scene(occlusion culling works great) i have very low perfomance and profiles says - depth & shadows pass is very slow. Does Unity has light visibility optimization? It is strange but i see that it doesn't. Is this caused by Unity Personal version? Or i must do my own scene optimization to disable not visible lights?
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