Is it possible to exclude geometry from a particular shadow casting light in a deferred rendering pipeline? If yes, can it be done correctly or are there limitations? This is mainly to reduce the rendering cost of each shadow casting light.
In UE4 this is currently not possible and one of the staff members simply replied with a rather cryptic message:
"Unfortunately, this is not possible with Deferred Rendering."
Since we are rendering the depth map from the light's perspective, we should be able to exclude geometry from that render pass...? Are there edge cases that I am not thinking of when combining shadow casting lights with deferred rendering?
Link to forum post (and screenshot to follow in case the link goes down): https://forums.unrealengine.com/unreal-engine/feedback-for-epic/35667-exclude-object-from-a-specific-light