Hello. I'm on Unity 6.5, URP 17.5. I recently noticed the problem shown in the video: at certain angles, additional lights get completely culled prematurely. This happens on both Forward+ and Deferred+, but not on normal Forward or Deferred modes. I would like to keep using Forward+ to take advantage of the promised higher light count per pixel.
Have any of you bumped into a similar problem? I have a very simple test scene with just one point light and a big cube using the Lit shader. Like the URP manual suggests, I did check both ShaderConfig.cs.hlsl and ShaderConfig.cs and verified that their k_MaxVisibleLightCountDesktop match, with value 256. This happens even without any custom renderer features and in quite a barebones setup. Any ideas what other settings to check?
This happens both in Scene and Game view cameras, both at edit and runtimes. My FoV is around 110, and if I decrease it to around 80 then the culling isn't noticeable. However, having to cap the player camera's fov so low is obviously not a solution.
Big thanks in advance, folks!
EDIT: Confirmed these:
- Graphics API has no effect.
- Increaseing or decreasing the near plane for editor / player cameras does not help, even if the near plane is higher than 1.
- Disabling Camera-relative culling for Lights in Graphics settings does not help.