Hi there, I’m using the latest 2021 beta build, 2021.1.0b2.1745. I was playing about with point light shadows in the editor, not expecting them to work yet in URP but they appear to, certainly work in the editor.
I have a customer shader that is using the shadows generated from a point light to effectively mask the view they would have when observed from a 3rd person - the kind of thing you get in table top games.
This does not work in builds, unless my shader is lit - I’ve been doing unlit and in theory setting the keywords within the shader.
However, when I change the shader to lit and output a black albedo with the colour plugged into the emissive, it works on PC, not in my quest headset, so a presume some render pass was being disabled, though I thought I saw a fix had gone in around this area?
Is there something I need to do to have the shadow pass still run in URP for unlit shaders? Are point light shadows supported on Android\Oculus, in which case, what do I need to do to get them working?
See screenshot of basic working view - some pillars and walls really and with it not working.