Distance Based Light Culling in Unity
I needed a custom system to cull the amount of real-time lights in my scene in relation to the distance from the player, this would also need to fade the lights as they moved further away from the player to create a more seamless effect. I have added a Gizmo to enable the user to see the minimum and maximum bounds of the component, these values can be easily tweaked in the editor or accessed through an external script if required.
Having this tool accessable will help massively when running a scene utlising a large array of real-time lights. The current pixel light limits in forward rendering is 8, so the ability to reduce this through a dynamic system attached to the player is a must.