I believe this has something to do with culling masks or light culling.
Unity directional light bleeding trhough wall.
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These options have obvious edge cases that can t be easily resolved.
I was wondering how i could go about culling the lights so they no longer shine through walls.
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A potential solution is to open the gameobject s mesh renderer a mesh component that takes the geometry from the mesh filter and renders it at the position defined by the object s transform component.
That s why shadows exist.
This is caused because the use inverse squared falloff is set to on by default forcing you to have to use way more lights than whats needed or to set it s value far outs side acceptable values.
In that case you ll need to be a bit more clever.
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In some situations normal bias can cause an unwanted effect called light bleeding where light bleeds through from nearby geometry into areas that should be shadowed.
As an off the wall guess though it looks like your trying to force beta your lighting values far beyond their limitations that is causing the lighting solution to bleed.
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Place it just behind your wall so that it blocks the light from leaking out.
If a light is next to a wall on one side you can see it on the floor on the other side.
Any help is greatly appreciated.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.