Custom Render Pass masked by Shadows

hello there, fellow unity lovers,
I am currently struggling with custom passes in URP. In the past, I used Lightcookies to draw Cloud shadows over everything. Since Lightcookies are currently not supported, I tried to replicate this effect with a custom Render Pass and a Material Override. this works fine with the only downside that now even in the areas of shadow, the override takes place. Is there a way to mask my custom Render Pass based on the baked shadows?

have a great day and thanks in advance for any help!

cheers

try using the ‘Baked GI’-Node in Shader-Graph and use it as a mask.

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→ works like a charm! thank you!

please show me the detail of how to use the ‘Baked GI’ Node as a mask if not in Shader-Graph…thank you very much!