I'm building a puzzle level in Unity. I have a ball with cracks on it and a point light inside it. The goal is to project the light coming through the cracks into the walls.
I've managed to do that but the lighting isn't soft (it doesn't scatter on the surface, so it looks very sharp). The walls are simple Unity cubes.
I'm using 'Soft Shadows' on the light's properties but that doesn't seem to make a diference. My guess is that the occluder is so close to the light source that the lighting becames very sharp. Is there a way to control its softness?
I've tried messing with the smoothness of the wall's material but it didn't make a difference.
I've also tried making the cracks into an albedo map with alpha channel (with null or close-to-null alpha values where I wanted the cracks) and the ball a perfect sphere instead of the ball's mesh having physical cracks. Although it works with cutoff mode, it gives me the same result as before. Another thing I tried was to set it to transparent mode, but the transparent shadows are terrible! Is there a way to improve their quality?
I've searched for (free) Soft Shadow Assets for point lights but couldn't find any.
Is there a solution for this?
Thank you in advance!