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.