First is setting the render order. I have a full screen quad with a shader that does the lighting for ambient and a directional light that, and it also sets up the depth buffer for rendering things that aren't rendered to the GBuffer (particles and the like) and so that the depth testing on other lights works correctly. That makes it very important that everything else gets rendered after the full screen quad, including the point lights. However I found that setting the render queue ID for the instances does not work per instance, only per batch, which does make sense, but I also found there's no way to just tell the InstanceManager to set all batches to a render queue ID, instead I have to iterate through through the map batches then the actual batches and set the render queue there, every frame, in case a new batch was created, which seems really wasteful when I just want them all to be initialized with the same render queue ID. Is there a better way to do it that I missed or is this the only way?
Second is screen based object culling. I noticed that it seems to cull the instances based on a bounding box, but obviously my lights vary in size, originally I scaled them in the shader since I was already passing the radius to it, but the lights would disappear whenever the center of them left the view frustum
Thanks.