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Unity directional light bleeding trhough wall.
That s why shadows exist.
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.
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If a light is next to a wall on one side you can see it on the floor on the other side.
Any help is greatly appreciated.
I believe this has something to do with culling masks or light culling.
In that case you ll need to be a bit more clever.
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.
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You can simulate this in shaders or use raycasts to see if the light is behind a wall.
These options have obvious edge cases that can t be easily resolved.
I was wondering how i could go about culling the lights so they no longer shine through walls.
Create a unity primitive cube plane etc sized similarly to your wall remove its collider and in the mesh renderer properties set it to shadows only.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
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