hey guys I wanted to put forward an issue I am coming across. I found that when I use directional light (used with shadows enabled) I get this wierd rim lighting along the edge of the meshes. Now the key thing I noticed is, that it only does it with meshes that have no back faces e.g. walls, corner of walls, ceilings etc to name a few, basically face/polys people will never see thus reducing the performance overhead that is required by the engine to clean up. However with this problem I came across it is forcing me to make backs or entire models of walls not just a primitive “optimized” to facilitate a wall model, or whatever. This will cause issues with having to be forced to do entire models where polys will never be seen. Yeah the engine can clean it up or cull it, but that defeats the point as it is far more effecient to take it out if its not ever going to be seen. So any thoughts on this issue? any possible resolutions anyone came across to solve this?? thanks, here is 2 screenshots describing my issue. I hope you guys can help.
as you can see only the walls and the corner wall has that wierd rim edge lighting issue.