I’ve been messing around with the HDRP for a few days and I’m trying to implement it in a little demo project.
Whenever I use the volumetric fog, however, the player ends up being able to see some of the lights through walls (both point and spotlights shown in the picture).
I have searched for a solution off and on for the past few days, but still no luck. Is there any way to prevent this from happening?
It’s not really a bug, it’s a limitation in the volumetric approach. A general ‘fix’ would have a lot of performance implications.
The simple solution is to turn shadows on for the lights. A more performant solution is to bake cookies for the lights, and/or set their distance to a lower radius.
It’s a constant pain for a lighting artist since shadows are expensive and volumetrics are pretty, but it’s a necessary thing to work round by careful light placement and tuning.