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.
Unity directional light bleeding through wall.
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Place it just behind your wall so that it blocks the light from leaking out.
I was wondering how i could go about culling the lights so they no longer shine through walls.
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.
When i change the buildings walls to static nothing changes.
Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab.
That s why shadows exist.
Any help is greatly appreciated.
Note that this will take a long time depending on the size of your scene and the number of lights 3.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Shadow maps are a kind of fickle technology.
These options have obvious edge cases that can t be easily resolved.
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.
I believe this has something to do with culling masks or light culling.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
In that case you ll need to be a bit more clever.
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.
You can start here in the unity manual.
I have found that when i disable the directional light and use the gaia light presets the bleed through issue goes away.
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.
Position these to block any light leaking through the bottoms of walls.
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.
Help how to solve light leaking through the wall.