Mobile has a per frustrum light limit of 32 in URP. The expected result when this limit is hit is light popping. When the limit is hit in deferred while targeting iOS, the result is a black screen with index out of bounds errors spamming in the console.
Steps to reproduce:
- Open the attached project
- Observe the game view and that lights are working.
- Enable the single disabled point light in the hierarchy
Expected result: The point light either is not visible, or enabling it disabled an existing light
Actual result: Rendering stops (black screen) and an IndexOutOfRangeException is thrown every frame