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Light Culling Occlusion - Light Performance System preview
Unity

Light Culling Occlusion - Light Performance System

By Heart State Games®

$15

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $7.50. The latest store price is $15.

Recorded prices for Light Culling Occlusion - Light Performance System 4 price observations from Oct 13, 2026 to Nov 2, 2026. Lowest recorded price $7.50. Exact dates and prices are listed below. $0.00 $7.50 $15.00 Oct 13, 2026: $15. Unity First Price 2026-10-13 2026-10-13 Oct 13, 2026: $7.50. Unity New Release Discount 2026-10-13 2026-10-27 Oct 13, 2026: $7.50. Unity New Release Discount 2026-10-13 2026-10-27 Nov 2, 2026: $15. Latest store price Oct 13, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$15Latest store price
$7.50Unity New Release Discount 2026-10-13 2026-10-27
$7.50Unity New Release Discount 2026-10-13 2026-10-27
$15Unity First Price 2026-10-13 2026-10-13

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Light Culling Occlusion - Light Performance System

Light Occlusion Culling System

This script lets you Cull and Optimize lights in your scene for better performance.
Gain more performance with light occlusion when lights are not visible while keeping its shadows and light effect even if the light source is not visible.
Its simple and effective either for small or big projects.

1. Player Light Occlusion attached on the player or camera.
2. Light Occlusion attached on Lights.

|--- Features ---|

-Lets you set the FOV and Distance Threshold for Lights to stay activated despite if they are behind a wall but shadows had appear
-Light Layer for creating or choosing a custom Light Layer for your lights.
-Occlusion Layer for default or custom light occlusion layer (objects that will deactivate lights).
-Distance and Height between the player or camera for light get activated and deactivated.
-Light Source reference in case you attach the script to other object for a light in another player to get activated and deactivated when leaving the area of the placed object.
-Shadows will still be there when the light source (bulb) is behind a wall but light effect is visible cause of a gap in the Field of View.
-Lights and light's effect and shadows, get deactivated when completely out of player's Field of View.
-Lights get deactivated when enclosed inside a room even if player's field of view looking to the room's direction.
-Lights, its effect and shadows produced of it will be activated when the player or camera is under a light which is placed high above and the light is out of the field of view.

|--- Installation ---|

Easy installation & integration, documentation & Project Source Code are included.

|--- Player Light Occlusion ---|

Will let you set:

-Camera
-The Field of View
-The Distance Threshold
-Objects Layer
-Lights Layer

The Player Light Occlusion can also be attached on the Game Manager or any kind of object in the scene. Be sure the camera you are using are accessible from the scene so its possible to get signed to the script on the inspector. (If the camera is inside a prefab and this prefab gets instantiated after running the game like "Prefab (Clone)" then the Camera needs to get instantiated to get assigned on the script.

|--- Light Grid Occlusion ---|

Will let you set:

-Player Camera
-Grid Cell Size
-Grid Query Radius
-Activation Range
-Height Activation Range and Use Toggle
-Vertical Angle and Use Toggle
-Horizontal Angle and Use Toggle

The Light Culling Manager gets attached on the player while lets you set Grid Size and Query Radius and Light Occlusion gets attached to every light and lets you set angles and Ranges Horizontal and Vertical. Lights and its parent object empty or not might need to be on a layer that should be named "Lights".

ATTENTION: Be aware that for every project the customization may differ.
By combining both of them you can measure distance of activation and deactivation for static and dynamic lights that are moving and create light effects with effectiveness in performance, quality and reliability at the same time.
Should work with all types of light, Baked, Mixed or Real Time. If your lights are about to not move its better to mark them static.

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