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Light3D's cull does not affect shadows #70556
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Possible duplicate of #58322 |
Duplicate of #58322. |
This behaviour is the same in Godot 3.x and is even highlighted in the documentation:
I'm not saying that the way it works now is the way that it should work, but its clearly currently working as intended, so this is not a bug per se. |
This issue is different from bug #58322 which was about shadows not removed on an per-camera cull basis. Or more precisely: VisualInstances (VI) which were culled from a scene due to non-matching camera cull_mask and VI layers still left shadows in the scene. |
The documented solution doesn't work if you want an object to cast shadows for some light sources but not others. |
This is being tracked in godotengine/godot-proposals#3606, which has a pull request implementing it: #85338 |
Godot version
v4.0.beta10.mono.official [d0398f6]
System information
Windows 11
Issue description
The
Cull Mask
option in theLight
node does not affect/filter shadows.In the following screenshot, you can see that the
Box
(on visual layer 2) does not receives light (cull mask excluding layer 2), but still cast shadows.Steps to reproduce
VisualInstance3D.layers
sets to 2VisualInstance3D.layers
sets to 1Light.light_cull_mask
Minimal reproduction project
SampleProject.zip
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