How to get a separate shadow from a transparent object?

Is it possible to somehow get separate shadows for these objects? Both the translucent large sphere and the opaque small one end up with the same shadow, which merges. I want the shadow from the large sphere to be not too bright and against its background the shadow from the small sphere to be clearly visible. I tried to use two light sources for different layers, but the problem is that the Plane can only belong to one layer and only receives a shadow from one of the light sources at a time.

Maybe have 1 light for transparent and 1 light for opaque renderers (and cull the effects per light)

But as I already wrote - the shadow is cast on the plane, and it can only be in one layer and receives a shadow from only one of the cull light.

I tried to make a second plane that would get a shadow from the second one, but I couldn’t merge the images. If i use a stack and two cameras, then the image from the overlay camera overlaps the image from the base.

Easiest would be to use ray tracing if possible. Or baking the lighting maybe?

This is a dynamic object that must move around the scene. And I still don’t know how to apply retracing. I thought there was some simple solution that I just didn’t think of.

Raytracing needs a very fast GPU and you need to use the HDRP

Hi, I know there’s a technique called dithered (transparent) shadow.

It may not look good enough and need a 3rd-party solution:

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