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Should spotlight pass through parallell side walls in a simple booth?

Discussion in 'Universal Render Pipeline' started by vicator, Mar 7, 2021.

  1. vicator

    vicator

    Joined:
    Oct 12, 2014
    Posts:
    30
    Hi,
    I can not get my head around this. I'd like to create a booth with a realtime spotlight and I get leaking light on the sides that I cannot understand.

    Walls / tabletop are spaced 1 unit away from the light. 3 units heigh walls. The walls are separate objects. Before I alter the height of the wall (see video) it intersects with the floor.

    Now, how can I alter the settings so that the light does not pass through the walls? (dont worry about the acne).

    When I "disconnect" the wall by altering its height so it no longer intersects with the the ground the shadow behaves more like I want it. It this how it is supposed to be or is it a bug?

    Also what about the "light leakage" at the outer rim of the angled cone on the leftmost wall?

    Besides setting the inner/outer radius at 90, the light settings are at their defaults.

    URP 7.5.3
    Unity 2019.4.21f1.

    Have a good day.

     
    Last edited: Mar 12, 2021