I'm playing with lighting in an HDRP project. I want to use a bunch of spot lights to generate baked lightmaps for a group of static meshes, and a direct light for certain animated objects in realtime mode. I could do this by grouping the objects in layers and limiting the lights' culling masks to respective layers. In pre-SRP world the lights had cullingMask to make them illuminate only the objects in a particular layer. How can the same be achieved in an HDRP project, because the lights in...
Light layers in HDRP
Light layers in HDRP