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Unity directional light bleeding through wall.
Any help is greatly appreciated.
I am having a strange problem with light bleeding through my meshes and causing light lines in the shadows see this image it was working great press j to jump to the feed.
That s why shadows exist.
Shadow maps are a kind of fickle technology.
You can start here in the unity manual.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
When i change the buildings walls to static nothing changes.
In some situations normal bias can cause an unwanted effect called light bleeding where light bleeds through from nearby geometry into areas that should be shadowed.
Place it just behind your wall so that it blocks the light from leaking out.
I m not sure if you are familiar with gaia but you create a new scene which adds a default directional light and default terrain.
It will pay dividends to learn how they work what the settings do and how to work around problems like this.
I have found that when i disable the directional light and use the gaia light presets the bleed through issue goes away.
These options have obvious edge cases that can t be easily resolved.
As an off the wall guess though it looks like your trying to force beta your lighting values far beyond their limitations that is causing the lighting solution to bleed.
A potential solution is to open the gameobject s mesh renderer a mesh component that takes the geometry from the mesh filter and renders it at the position defined by the object s transform component.
I was wondering how i could go about culling the lights so they no longer shine through walls.
In that case you ll need to be a bit more clever.
I believe this has something to do with culling masks or light culling.
This is caused because the use inverse squared falloff is set to on by default forcing you to have to use way more lights than whats needed or to set it s value far outs side acceptable values.
Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab.
Position these to block any light leaking through the bottoms of walls.
If a light is next to a wall on one side you can see it on the floor on the other side.