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Question by $$anonymous$$ · Jul 10, 2018 at 06:49 PM · layerscullinglightsvolumetric

Culling light with an invisible GameObject

Hi, I'm trying to create an open-roof indoors scene where you can freely see through the ceiling into the sky, but I don't want the player to see light rays and volumetric lights (from Aura) past the ceiling ( but still see it in the building). Image of Indoor Scene with bright lights above the ceiling

In the image, you can see the bright lights where the ceiling is, however, I want to cull those and just display the skybox. The lights through the window need to stay

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Answer by JavierRuidoRosa · Jul 11, 2018 at 04:05 PM

Have you tried to put a static cube as a roof and set the shadow casting to shadows only? This way the mesh is invisible but is still affected by the lights

It should work this out, but I'm not sure with volumetric lighting...

alt text

Give it a try and let us know!


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avatar image $$anonymous$$ · Jul 11, 2018 at 04:07 PM 0
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Yeah I have that currently, that's how I create a full set of shadows in the room, however this does not cull the lighting :(

avatar image JavierRuidoRosa $$anonymous$$ · Jul 12, 2018 at 09:19 AM 0
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The only other option I can think of is setting an unlit plane in the ceiling with a projection of other camera culling only the skybox, but it can be tricky to implement all of that, given the distortion of perspective. I'm sorry I can't help you further with this :(

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