I’m working on a top down shooter which both has exterior and interior environments. I would like suggestions on how to approach lighting for these as the player can enter and exit an interior within the same level without a load.
I was thinking of a rudimentary technique of creating a roof geometry to house the interior and not be affected by the sun and then hiding it after lighting is baked. Any other suggestions would be much appreciated.
If I understand what you mean correctly I don’t think you need to hide geometry after baking. Just create the geometry needed and set the Cast Shadows option to “Shadows only” and it should block the sun. That way you won’t have to hide/unhide geometry every time you bake the lights.
Hi there, apologies for resurrecting an old thread, but I just wanted to note for future googlers that this also works a treat for realtime lighting without bakes - I was at a loss on how to do this, and stumbled on this thread. Thank you so much
Setting Shadows only on my “fake roof” allows it to be in scene, but not visible, and only as a shadow emitter. This gets around some quirks I got with trying this stunt and hiding the roof in a layer on the camera. Thanks again!
I am a muppet and left the clearflags set to hide the light blocking roof layer when building! Works perfectly on WebGL!