My game shouldn’t be hardware demanding, so I want to use baked lighting, no raytracing or lumen. It has this pseudo isometric view, and I wanted the skylight to render inside the rooms, but not the direct light.
You can see that the entire lighting of the room comes from stationary skylight, but there’s a direct light simulating windows. I have hidden meshes for the front walls and roof, and one of the walls has these cutouts for windows so direct light can pass through
However, when I set lights to stationary or static, and proceed to bake lighting, rooms become very dark since I have “hidden shadows” enabled for those hidden meshes. If I disable it, then direct light also goes through, which isn’t ideal:
So how can I make only skylight pass through these objects, but not direct light?
and another question, how can I make characters have a contact shadow under them? doesn’t have to be anything realistic, just so they’re grounded, instead of looking like they’re floating.