New answers tagged lighting
So after much working I found out this is a bug with Unity. It happens in their Deferred Lighting -> RenderingToTexture pipeline. What's happening is they are cutting it to only show the first pass. I'll be filing a bug report to Unity, and hopefully this gets fixed soon. As a simple work around I'm just setting the portal camera to forward rendering path, ...
It seems the problem is with per-vertex lighting vs. per-pixel lighting. More details in this thread: Ogre: Light not reflecting correctly
From looking at your screenshot, I guess Ogre is using per-vertex lighting. This means it calculates the lighting only at the corners of your box, then it just blends (interpolates) across the box sides. When you look directly at a box side, all 4 corners are outside the narrow spotlight, so all 4 corners are black. One solution is to tesselate your box ...
It's probably the near clip distance of the camera. So your camera is outside of the box but the near clipping plane sees through it. Usually you fix this by making sure the collision on whatever is moving with the camera is larger than the near clipping plane so that you can't physically get close enough to the world to see through it.
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