punctualLightClustering property

bool punctualLightClustering
getter/setter pair

Whether punctual lights shade through per-view froxel clustering (the view frustum subdivided into screen tiles and depth slices, each shading only the lights that reach it) instead of per-object light lists. On by default for perspective and orthographic views; frames using light channel masks fall back to the per-object path. Clustering removes the per-object light cap, so a large mesh reached by many lights shades them all. Disable to compare, or to force the per-object path.

Implementation

bool punctualLightClustering = true;