Imagine having a false window "white plane’ and a spotlight behind it.
In Cycles, creating such a scene is straightforward - simply uncheck Diffuse, Glossy, Transmission, Volume Scatter, and Shadow for the false window "white plane’.
This way, the white plane remains visible to the camera but doesn’t contribute to Global Illumination while at the same time, allow the light behind it to shine through and also cast shadows.
However, when switching to Eevee Next with the same setup, things get different.
Checking Backface Culling and Shadow in the material slot allows light from behind the false window "white plane’ to shine through and cast a shadow just like cycles, however, this time, the emissive white plane contributes to the overall Eevee Next Global Illumination calculation as well, which is unwanted, is there a way to cut the white plane out of the GI calculation like in Cycles?