How to make skylight ignore hidden objects, but not direct light?

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.

If anyone could point me to a tutorial for this kind of non photorealistic lighting/shadows I’d also appreciate

Really weird that nobody has answered this, it’s a two words answer.

Lighting Channels, if anyone’s interested.

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