Distance Based Light Culling
Dynamic management of real-time lights to overcome Forward Rendering limits.
System Visualization
[Gizmo Visualization Placeholder]
The Problem
Forward rendering typically has a strict limit on pixel lights (often 8). Accessing a large array of real-time lights in a scene can quickly blow this budget.
The Solution
I developed a custom system to cull real-time lights based on their distance from the player. It includes:
- Dynamic Fading: Lights fade out seamlessly as they move away from the player.
- Gizmo Visualization: Visual bounds for minimum and maximum distance in the editor.
- External API: Values can be tweaked in-editor or accessed via script.