Hi,
It is a very common situation in real life, however really tedious to achieve in Unity.
I have a scene with real time lights, a global volume for the exterior and a local volume for the cave.
Since 2 volumes must have the same visual environment to blend, the one of the global volume affects the local volume.
So I am using an indirect lighting controller in the local volume.
Yes, it affects the whole environment. So I changed the cave entrance to make a curved circuit so the player cannot see the outside when they get closer to the local volume and the indirect lightning is lowered.
Ok, its get dark in the cave, but the effect is:
From far, you see clearly everything in the dark cave but then you get closer and you cannot see anything anymore. The cave became dark but only when you get in it, which feels pretty weird.
Ok let’s put a reflection probe, disable all light sources and bake it.
It gets a little darker but not much.
Increasing/lowering the multiplier in render settings makes no difference.
I have no idea why it not replacing the sky reflection as mentioned in the documentation.
Well, this is the first issue I cannot solve, but then things get worse.
I need to be able to light my cave with a point light, but the point light won’t light anything since the local volume is not overriding the exposure of the global volume.
Let’s add exposure to the local volume and lower it, we are indeed in a dark environment.
Yay we see the point light!
However, it seems that the exposure of the local volume blends with that of the global volume with a “speed” that is different from the indirect lighting blending speed. the result is this (yes terrible):
Outside is bright:
Inside the cave is even brighter (this is with the reflection probe):
And finally, it gets dark when the indirect light is lowered:
I must mention that the player is able to explore the cave with a torch. Without the torch, the cave must be pitch black.
And it is part of the gameplay to prevent to player from getting inside without acquiring a torch. So this is important, and not just a visual effect.
Any idea?
Thanks!