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Occlusion culls lights near walls/colliders.

Discussion in 'General Graphics' started by Radiangames2, Aug 18, 2017.

  1. Radiangames2

    Radiangames2

    Joined:
    Aug 22, 2012
    Posts:
    45
    We use dynamic lighting and occlusion culling in our game. However, lights placed near walls (within 0.1 meters or less) are often culled out because the "smallest hole" threshold is set to 0.1. Is there any way to make the lights ignore occlusion, or use a volume to tell whether to occlude them.

    Our lighting artist would also like to be able to place a light behind a wall, because it often looks better (because the light emits from a point, while the light object is not a point).

    Do we have to choose between lighting flexibility or occlusion, or is there some setting or flag on a light that I'm missing?

    Thanks,
    Luke

    (PS. Couldn't tag this with occlusion or occluders for the post, that would be useful.)
     
  2. Brianqq345

    Brianqq345

    Joined:
    Mar 12, 2016
    Posts:
    36
    Hi,
    do you have the light set on static occluder, and occludie?