How can I improve the lighting on the back face of the door? It currently looks too bright in a dark room. The door is dynamic, the light is Mixed and static objects cast static shadow. The problem that I am having right now is about blending probes, I did some research and found that Proxy Volumes offer a good solution however it seems like it is not available in URP.
You got bigger problem.
Since door is dynamic it is not participating in light mapping. This is why you got lit floor under the door.
Funny thing it gives the impression like there is a gap under the door and the light is going through it.
So what can you do:
Dynamic lights instead of lightmapping.
or
Manipulate Light Probe depending on how much door is closed.
Also divide door into two sides (renderers) and properly locate light probes on both sides of a door.
I converted the mixed light into real time however global illumination does not exists now. Enabling real time global illumination helps with that, but now the object is using probes again. Plus it doesn’t solve the issue about light leaking through door.
Should I use more lights to fake the global illumination?
I’m using more lights, got a lot of issues with lightmapping, but it is not an easy road, more light in enclosed space means you will need more lights with shadows (real-time shadows).
This affects performance greatly and you can have only limited numbers of lights with shadows.