How can I render a shadow for an obstacle, but without rendering the light on the obstacle itself?

97431-shadows.png

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