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Question by inmotionvr · Nov 13, 2015 at 01:56 PM · graphicsshadowemissionglobal illuminationemissive

Invisible Emissive GameObject?

So, i have this big lighting scene going on, and had to figure out the ins and outs of the new GI system on my own. I came a long way so far, but i am running into an issue. I have this invisible object which is just a GI light. I use it to fake a light beam from a light source. http://puu.sh/ljPtC.jpg This is all well and good, i made it go invisible by setting it to CUTOUT and set it's colors transparent value to make it cut out. The wall and this source is lightmap static (obviously) And the light has a size of 0 in the lightmap (causing IT, not being mapped to not waste space, but this doesn't seem to work). Settings in the shader: http://puu.sh/ljPF7.png Settings in the lightmap: http://puu.sh/ljPGo.png

But if i introduce a 2nd source, and turn the 1st one off at runtime, this happens: http://puu.sh/ljPyq.jpg

The place the light previously was, is now a dark smudge on the wall.

This means that somehow this "camera invisible" object, is still being seen as an obstruction for light by Enlighten.

Is there any way to achieve this, but without that invisible object casting shadows during the light build?

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