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Shadow Bleeding when baking lightmaps
We're running into a strange issue when we are baking our lighting in the scene. We have two sets of objects over-top of one another. One represents a room in a "Light" state and the other room represents the same area in a "Dark" state. Each room has been assigned to its own layer, called Light and Dark respetively. The lights for each room have also had their culling masks set so they should only be illuminating objects in their same layer. The objects in the Light layer have had the Dark layer removed from their culling mask, and vice versa.
When looking at just the natural geometric lighting of the room, everything appears to be fine. Yet, when we bake the lighting using the built in Beast baker, the Light state is getting shadows from the objects in the dark layer. (And I imagine the reverse is true as well, but it is less obvious.)
What can we do to ensure these shadows don't bleed between their assigned layers?
Perhaps this is a bug in the Beast baking process, as it's rendering both sets of objects.
The first step would be to verify the issue still exists in the latest version of Unity (4.6.1 at time of writing).
The next step would be boiling down the repro case into as small as you can get e.g. can you get two simple cubes one 'light' one 'dark', bake lighting and show that both cubes appear.
Submit the bug using the Bug Reporter.
QA will then process this, and get in touch with you.
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