Help how to solve light leaking through the wall.
Unity directional light bleeding through wall.
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.
Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab.
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.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
That s why shadows exist.
In that case you ll need to be a bit more clever.
I was wondering how i could go about culling the lights so they no longer shine through walls.
You can start here in the unity manual.
If a light is next to a wall on one side you can see it on the floor on the other side.
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.
Press question mark to learn the rest of the keyboard shortcuts.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Any help is greatly appreciated.
Help i am working on a interior scene where i have one stationary directional light there is a lot of light leak on the edges of the mesh even after creating separate lightmap uv channel with snapping to the grid.
Note that this will take a long time depending on the size of your scene and the number of lights 3.
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.
These options have obvious edge cases that can t be easily resolved.
Shadow maps are a kind of fickle technology.
It will pay dividends to learn how they work what the settings do and how to work around problems like this.
Position these to block any light leaking through the bottoms of walls.
Place it just behind your wall so that it blocks the light from leaking out.
When i change the buildings walls to static nothing changes.
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.