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.
Unity directional light bleeding through wall.
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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 was wondering how i could go about culling the lights so they no longer shine through walls.
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Note that this will take a long time depending on the size of your scene and the number of lights 3.
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.
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.
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In that case you ll need to be a bit more clever.
When i change the buildings walls to static nothing changes.
That s why shadows exist.
Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab.
I believe this has something to do with culling masks or light culling.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
Position these to block any light leaking through the bottoms of walls.
Any help is greatly appreciated.
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I have found that when i disable the directional light and use the gaia light presets the bleed through issue goes away.
You can start here in the unity manual.
It will pay dividends to learn how they work what the settings do and how to work around problems like this.