In some situations normal bias can cause an unwanted effect called light bleeding where light bleeds through from nearby geometry into areas that should be shadowed.
Unity directional light bleeding trhough wall.
Create a unity primitive cube plane etc sized similarly to your wall remove its collider and in the mesh renderer properties set it to shadows only.
That s why shadows exist.
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If a light is next to a wall on one side you can see it on the floor on the other side.
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In that case you ll need to be a bit more clever.
As an off the wall guess though it looks like your trying to force beta your lighting values far beyond their limitations that is causing the lighting solution to bleed.
These options have obvious edge cases that can t be easily resolved.
A potential solution is to open the gameobject s mesh renderer a mesh component that takes the geometry from the mesh filter and renders it at the position defined by the object s transform component.
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This is caused because the use inverse squared falloff is set to on by default forcing you to have to use way more lights than whats needed or to set it s value far outs side acceptable values.
Place it just behind your wall so that it blocks the light from leaking out.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
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I was wondering how i could go about culling the lights so they no longer shine through walls.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.