When reworking the automap I realized that it would be best that any kind of scene light (dungeon lights, lights of magic spells, player torch, etc.) should not affect automap rendering.
So to make it behave that way all the lights need to have their culling mask exclude the automap layer.
Now the question is, what would be the best way to achieve this?
- changing light prefabs (if lights are spawned from prefabs - e.g. DaggerfallLight [Dungeon].prefab)
- changing the gameobject in scene for lights that are part of the loaded scene (in DaggerfallUnityGame.unity) - e.g. player torch
- by scripting when light is instantiated from prefab or for scene lights on specific events
Would like to hear your thoughts guys, and which route I should take.