Unity Directional Light Bleeding Through Wall
That s why shadows exist.
Unity directional light bleeding through wall. Press question mark to learn the rest of the keyboard shortcuts. Note that this will take a long time depending on the size of your scene and the number of lights 3. Position these to block any light leaking through the bottoms of walls. Any help is greatly appreciated.
You can simulate this in shaders or use raycasts to see if the light is behind a wall. I have found that when i disable the directional light and use the gaia light presets the bleed through issue goes away. Place it just behind your wall so that it blocks the light from leaking out. If a light is next to a wall on one side you can see it on the floor on the other side.
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. I believe this has something to do with culling masks or light culling. 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. These options have obvious edge cases that can t be easily resolved.
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. 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. 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. Shadow maps are a kind of fickle technology.
Shadows are the obvious answer however i assume you are using lite and that s not an option. 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. You can start here in the unity manual. 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.
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. When i change the buildings walls to static nothing changes.