Hello,
I'm attempting to light up scene using Mixed lighting, however one problem that persists is that the light seemingly leaks onto the other side of the walls, despite the other meshes (floor) are lit up correctly. You can see what I am talking about on the first picture.
The walls remain bright even if they should be nearly pitch black, just like the floor is.
My settings are:
- Environment has 'Environment Lighting' set to Color and Black. Environment reflections are set to Custom with no Cubemap supplied. Without any lights, the scene is pitch black.
- The light in question is a point light, it doesn't matter which Mode it is using, however Baked at least makes the lighting on the floor look correct. The light is using Hard Shadows. The culling mask and rendering layers are set to Everything.
- The meshes are Static, Static Shadow Casters and receive GI from Lightmaps. Using Two-Sided shadow casting doesn't solve it.
- I tried increasing all the Lighting 'Scene' settings to maximum, which helped slightly, but didn't solve the issue. I included my current settings in a screenshot.
- I included the Rendering Asset settings in the screenshot as well.
However hard I tried, I could not get the right result where the walls in the back are correctly lit (black), without there being a constant amount of light present (which is not ambient, I have that disabled).
I've considered splitting the mesh into separate parts, since the walls are one big mesh, with the exception of the floors.
How should I approach this? What else should I try? Do you see error in my settings?
Thank you for any suggestions.