The 3D Handbook
Key term

Light leaking

Light, usually bounce or sky light, appearing where it should be blocked, such as through thin walls or into sealed rooms; caused by GI methods that sample the scene more coarsely than the geometry.

lightingrenderingunrealunitygodot

Light leaking is light showing up where geometry should block it: a bright seam along the base of a wall, a glow on the inside of a closed room, sky colour in a cave. It almost always comes from global illumination that samples the scene more coarsely than the walls it is lighting. Unity's HDRP manual gives the typical cause: leaks "often occur when geometry receives light from a Light Probe that isn't visible to the geometry" (High Definition Render Pipeline manual: Fix issues with Adaptive Probe Volumes).

#Why it happens

Every real-time GI method simplifies the scene: into probes on a grid, voxels, distance field cells or lightmap texels. When a wall is thinner than that spacing, samples on both sides of the wall end up blended together.

Two panels of a sample grid with a wall. Left, the wall is thinner than one cell and an orange arrow of light passes through it. Right, the wall is more than one cell thick and the arrow stops at it.
When a wall is thinner than the grid, interior surfaces sample cells that also see the outside. Thicker walls, or denser sampling, separate the two sides.Diagram by the handbook author

How each system leaks:

#Fixes by engine

Engine and method Fixes Source
Unreal Lumen Walls of at least 10 cm; raise Lumen Scene Detail, Max Trace Distance and Lumen Scene View Distance for enclosed spaces; check window meshes closely (Unreal Engine Documentation)
Unity Adaptive Probe Volumes Virtual Offset moves invalid probes out of colliders; Dilation; Leak Reduction Mode; Probe Adjustment Volumes; denser Min and Max Probe Spacing (High Definition Render Pipeline manual)
Godot VoxelGI Make sure "level geometry is fully sealed"; thicken thin geometry or add a hidden static primitive inside it before baking; enable Interior indoors; keep Bias low (Godot Engine documentation)
Godot reflection probes Enable Interior so ambient light is not taken from the sky (Godot Engine documentation)

Unity notes the limits: a Probe Adjustment Volume "solves most light leak issues, but often not all" (High Definition Render Pipeline manual: Fix issues with Adaptive Probe Volumes).

#Modeling habits that prevent leaks

Related: baked vs. dynamic lighting, lightmap UVs, real-time lighting.

#Further reading and watching

References

  1. Unity Technologies · Fix issues with Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  2. Unity Technologies · Understanding Adaptive Probe Volumes (HDRP 17) · High Definition Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  3. Epic Games · Lumen Technical Details · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  4. Godot Engine contributors · Using VoxelGI · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
  5. Godot Engine contributors · Reflection probes · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
  6. Epic Games · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine Tech Blog, 2023 · article · accessed 2026-10-21

Last updated 2026-10-22