In ZE, you can place directional lights that are bound to a specific region, meaning the directional light will only be in effect within the bounds of that region, instead of globally. Here's an example on Mustafar of a directional light, color 255,255,255, being bound to a region called "walkway 2".
Unity doesn't have a possibility out of the box for directional lights to replicate that behaviour, instead we're currently disabling those lights, as they would emit everything globally otherwise:
Question is, how to approach this? Should we create our custom default shader that takes these lights into account and illuminate everything within the bounds of that region respectively? Or should we replace them with Area lights? Or make an array of Spotlights (please don't)?
In ZE, you can place directional lights that are bound to a specific region, meaning the directional light will only be in effect within the bounds of that region, instead of globally. Here's an example on Mustafar of a directional light, color 255,255,255, being bound to a region called "walkway 2".
Unity doesn't have a possibility out of the box for directional lights to replicate that behaviour, instead we're currently disabling those lights, as they would emit everything globally otherwise:
Question is, how to approach this? Should we create our custom default shader that takes these lights into account and illuminate everything within the bounds of that region respectively? Or should we replace them with Area lights? Or make an array of Spotlights (please don't)?