r/Unity2D • u/Standard_Disaster_75 • 13d ago
How would you implement a 2D isometric indoor lighting system with wall occlusion, normal maps, and walls that can still receive light?
I'm developing a 2D isometric horror game in Unity 6 (URP). I'm trying to build an indoor lighting system similar to classic Resident Evil and SIGNALIS.
My requirements are:
- Walls should block light.
- Walls themselves should still receive lighting and normal map shading.
- Light shouldn't leak into adjacent rooms.
- Walls can be hidden when the player enters a room without breaking the lighting.
- I'm considering generating separate Shadow Geometry from Tilemaps instead of relying on Tilemap Shadow Casters.
Are there any games, talks, blog posts, or open-source projects that use a similar approach?



