#working I mean when you change those

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hazy fox
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With point lights there seems to be no effect

has anyone realized that the Normal Bias option in spot lights does not work
Responding to that, in spot lights it does

clever lava
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yeah i know spot light is working the best

hazy fox
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You have a range of potential solutions, so what exactly is the issue at present?
Other than being unhappy about the options

clever lava
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Problems: Shadows such as those visible in screenshots,

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Creating additional geometry to "improve shadows" does not come into play because the light that is outside these dungeons will be needed on the outside for something else.

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Spot lights don't cast shadows from the right place

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like on screenshots before

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there will be many other moving and static lights. so additional geometry won't pass the test

hazy fox
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The extra shadow caster geometry would be placed inside of the walls physically in the corners that leak light
It shouldn't be in a position to obscure anything

clever lava
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I already looked at the documentation, I do exactly what they write xD

hazy fox
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Other than the light that should be obscured from going through the wall

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In the screenshots you've shown you've been either using zero biases or max biases, both will cause problems

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In the one screenshot where you had default bias values, the only problem visible was the corner leaking

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Which as you know by now cannot be fixed by tweaking bias values

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The geometry to block the light doesn't have to be a separate object, it could be enough to just extend the wall polygons to give them margins inside the walls

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Though that assumes they have two-sided shadow casting

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As a side note, this problem is quite fundamental to shadow casting in raster renderers
Here's the same thing happening in Blender

clever lava
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hmm

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okey. hmm can you give me an example how to make this additional geometry correctly?

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like idk demo scene or smth else

hazy fox
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Giving the walls and external face and some thickness is usually enough to fix the leaking
It can still leak if the light shines exactly through two adjacent corners at once

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But sometimes having external surface is unnecessary, in that case you'd want to use the dedicated shadow caster blocks

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Which would just be smooth-shaded (that part's important) cubes or other shapes, placed wherever you want to block light leaking

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Since you'd mark their renderer "shadows only", they'd be less than half the cost of normal geometry in terms of performance
Considering they need less vertex data and don't need materials

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If you make a building in modeling software you can include shadow caster geometry in that mesh, they don't have to be prefabs, though it's often helpful to have some such

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Extending the faces would look something like this, but it doesn't work great in blender and I haven't tried it in Unity
In theory it should fix it as long as the meshes are extended more than which the bias calculations shrink them
But I doubt it's any more practical than the other two