#working I mean when you change those
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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
yeah i know spot light is working the best
You have a range of potential solutions, so what exactly is the issue at present?
Other than being unhappy about the options
Problems: Shadows such as those visible in screenshots,
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.
Spot lights don't cast shadows from the right place
like on screenshots before
there will be many other moving and static lights. so additional geometry won't pass the test
https://docs.unity3d.com/Manual/ShadowPerformance.html according to these instructions, the bias settings should be balanced to avoid disconnected shadows with high values as in your case, and shadow acne with too low values
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
I already looked at the documentation, I do exactly what they write xD
Other than the light that should be obscured from going through the wall
In the screenshots you've shown you've been either using zero biases or max biases, both will cause problems
In the one screenshot where you had default bias values, the only problem visible was the corner leaking
Which as you know by now cannot be fixed by tweaking bias values
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
Though that assumes they have two-sided shadow casting
As a side note, this problem is quite fundamental to shadow casting in raster renderers
Here's the same thing happening in Blender
hmm
okey. hmm can you give me an example how to make this additional geometry correctly?
like idk demo scene or smth else
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
But sometimes having external surface is unnecessary, in that case you'd want to use the dedicated shadow caster blocks
Which would just be smooth-shaded (that part's important) cubes or other shapes, placed wherever you want to block light leaking
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
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
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