Blob shadow: weird double shadow?

My standard-assets blob shadow looks like it’s projecting BOTH forwards and backwards–there’s a second shadow projected opposite where the wireframe cone is aiming. At least, that what it seems to be, from multiple experiments.

In the attached wireframe image, you can see the projector is right on the surface of the ball, and projects downward. Thus the little shadow on the left of the ball in the game view. (Which needs some tweaking but is basically what I want.)

However… there’s also that OTHER shadow, on the wall, seemingly BEHIND the shadow projector and outside of its cone.

Any thoughts? Why would the projector be firing out the back and front both? It’s like two projectors back-to-back in an hourglass shape, as near as I can tell.

Thanks in advance!

It gets weirder. Now I get this error as soon as the project loads:

!IaNormalized (normal)
Assert in file: Plane.h at line: 56

What have I done? (This project was built in 1.5.0, and now I’m using 1.5.1 but the shadow assets are still 1.5.0, if that matters.)

I used to get this ‘Is Normalized’ error all the time in a project. I suspected it might have been because I’d forgot to check for and get rid of ngons before exporting from my 3D app. That seemed to clear it up, I don’t know - but your geometry looks pretty straight forward. Worth checking anyway?
Boxy

Thanks. The geometry wasn’t changed I don’t think–the error appeared while messing with the blob shadow. Weird.

You can get that error by putting bad values in cameras and other components. Like a camera with a 200 degree field of view angle or a orthographic camera with a size of 0.

Thanks–I found a bad value and removed the error. (I bet I hit Space to maximize a view and ended up adding a space char to something.)

The double shadows remain though. :?:

Is your ball reflecting the shadow?
(Noob question)

Theres culling options-Im sure u know that. But yr ball on a certain layer and in projector settings make it ignore that layer…I have just posted projector q’s too
AC

I don’t think the ball is reflecting the shadow. (But the ball is in a user layer “No Shadow” so as to not receive its own shadow–and that part’s working fine.)

You get double-projection if you don’t use the “Falloff” texture on the projector’s material. The double projection is just the way projection works in general - it projects both ways.

The example falloff texture in Standard Assets/Blob-Shadow/Falloff contains the attenuation (left to right), and also note that the leftmost pixel column is black. This black column is what makes the back-projection not visible (essentially “totally faded out”). If you don’t want to fade out the projection, just make an Alpha8 texture that is white everywhere except for the leftmost pixels which should be black.

It can be so easy… thanks for the info, Aras. Helped me a lot too!

Thanks!

I was using a custom falloff, and didn’t realize about that pixel.