This is going to be uber difficult if you are planing to do it using real time lighting.
Your cave is not dark because you have ambient light.
Volumes works when your camera is inside not when the object is inside.
This is why for real time light it is actually quite difficult to do it.
With baked lighting it is easier, you put light probes everywhere and bake the light.
If you are lucky and you have successfully baked, you will not have specular lighting and you will have leaking light probes probably
@Momissi Search for lightmap and light probes tutorial. It’s not that simple unfortunately.
It’s not the problem with reflection probes, this is ambient light problem.
If OP want to have darkness right now he can set ambient light to black.
The shadow will be completely black, so the cave.
As I said problem is that volumes are for camera not for object.
Example:
You set ambient to black for volume inside cave.
You set ambient to some light for outside profile.
When camera is outside and you look into the cave the cave will have bright ambient light.
When you stand inside the cave and look outside the outside will have ambient set to black.
I suggest you do lightmap and ditch ambient light generated by Volume.
Or completely dismiss the idea of going through light to dark places seamlessly when using real time lighting. (so no caves basements etc. until you accept that moving from light to dark will be unrealistic.
Sorry just to make sure that i understand: I generate the lightmaps with my ambient light on - i ditch the ambient light (my directional light → so i do not have real time lighting) right?
Hey, you should study the HDRP scene template (created via the Unity Hub 3), and follow the in-editor tutorial for it. In room 2 and 3, there are good examples of “cave-like” lighting, with light maps, local exposure volumes, reflection probes, and physically-based lighting.
As a reminder, Light probes are mainly meant for small and/or dynamic objects, not really for large static structures. For optimal results, you should use light maps. We are also adding a more refined version of Adaptive Probe Volumes (APVs) in Unity 2022.2, but I’d suggest you familiarize yourself first with light maps.
Seems like you have encountered the same problem as we had:
Reflections probes are not the issue here. The Sky(box) is affecting the enclosed areas somehow.
Its like a global light which is applied to every object in the scene, even if its in complete darkness.
Its not even baked global illumination, just “reflected” sky light whch is is obscured by objects.
One workaround is to disable the Sky Reflections in the HDRP settings (look at #2 Post the last image).
Its not a proper solution, but it should do the trick.