Image pretty much explains it. How to I make it so the spotlight renders the shadows casted by obstacles, but not render the light on the obstacle itself?
I made my first shader in Unity. I think it does what you want. I have no idea how to do this stuff so use at your own risk.
Shader "Custom/Box" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard noforwardadd novertexlights fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
set the material on the object to use this shader.
Never mind. I figured it out. You simply have to make a second wall on the same place, but with a different layer. Then set its shadows to “shadows only”, and set the light’s culling mask to the first wall’s layer
It’s the third time my question goes un-answered here
Edit: I take this back. someone did answer. Thank you