punctualLightOverflowCount property

int get punctualLightOverflowCount

How many drawable items (or, under clustered lighting, screen froxels) dropped punctual lights last frame because more lights reached them than the per-slice budget can shade. Zero when everything fit. A persistent nonzero value means light ranges need authoring (an unranged light reaches everything) or large meshes need splitting.

Implementation

int get punctualLightOverflowCount =>
    _punctualLightBuffer.overflowedItemCount;