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Question by Empowerless · Jun 30, 2020 at 06:54 AM · cameralightingrendertexturelayermaskculling mask

How to not show different light sources in different cameras

I'm trying to implement a system where there are two cameras: main camera and secondary camera. Main camera shows the whole scene to the player w$$anonymous$$le a secondary camera renders a portrait of a character (gameobject) in the UI by a render texture.

My problem: How to not show the main light in the secondary camera and the secondary light in the main camera.

I have tried different layers and culling masks but so far I haven't figured out how to not separate the light sources in different camera feeds properly.

Any help would be appreciated.

Here is a picture attempting to visualize the problem:

https://www.dropbox.com/s/f4rjajcblr28t8n/Unity%20problem.png?dl=0

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