When setting the normal bias to 0 all faces seem to have a. Solution A - Setting Normal Bias to 0: As we can see the problem is fixed, but when looking closely another arises. You can notice the shadow on the box under the plan, and on the bottom part of the sphere. The two answers I have found are that the normal bias must be set to zero or use double sided shadows. I've seen this question asked many times, but no one gave any easy answer, although it exists.! I have been able to find it after reading a lot of forum posts and some experimentations, and here it goes :ġ- add this shader in your project : (ie: copy/paste in a file named "InvisibleShadowCaster.shader" ) Shader "Transparent/InvisibleShadowCaster"Ģ- create a new material, and set its shader to "Transparent/InvisibleShadowCaster"ģ- assign that new material to your Invisible shadow caster objectĪs there's only the shadow casting pass supported (1 for forward rendering & 1 for deferred rendering), you can be sure it doesn't take any extra resource, and it's easy to set it all up. EDIT for Unity 5: Now, you just have to change the Cast Shadows Mode to "Shadows Only" in the Mesh Renderer property of your gameobject.
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