Lighting multiple terrains differently in a scene
The only other relevant topic I found was this question on the forum from 7 years ago, but it wasn't very helpful.
Ultimately, what I'm trying to do is keep all my terrains in a single scene, but as separate "worlds" that are accessible through portals. What I want is to light these terrains differently, such as having 1 be nighttime with light directed East or another be daytime with light directed South, etc. I can't really seem to achieve this with directional lights. I don't know much about lighting, so if Unity does have a way to do this, I would love to know.
Here's a basic view of what I'm working with:
The above link from 2014 is pretty much what I want as well, and the only answer given was more or less a brute force method that I am saving as my last resort. That would be manually swapping lights or skyboxes when terrain changes. The caveat to my issue is that I'm using seamless portals that show the other world through the portal. This means that any lighting will need to be visible in both the current terrain/world and the other side of the portal, too. But since directional lights affect the entire scene, both worlds will share the same lighting and if I manually switch it, there's no escaping it being seen as the player passes through the portal.
I have the skyboxes down pretty much, albeit they are static on sphere meshes. It works visually. Regardless of my use with portals to seamlessly travel between terrains, the essence of the issue is multiple lightings. I would like to avoid the brute force method of manually switching lights, but from my own searching, it doesn't seem likely that this is something that Unity can achieve at this moment. I am using URP 8.2.0.
Your answer
![](https://koobas.hobune.stream/wayback/20220613040754im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Incorrect shadows being displayed (see image) 0 Answers
Unity3D Lightning/Shadow Bug 0 Answers
Handling Terrain layers at runtime 0 Answers
Dynamic sorting objects on terrain 0 Answers