I would like a plane to be transparent, yet receive and render shadows. The shaders I’ve found work with directional lights only.
Directional (shadows are cast on nearby objects and transparent plane): DirectionalCast
Point light (shadows are cast only on nearby objects): PointCast
I understand that somehow I have to do a separate pass for point lights. But as I have no experience with writing shaders, I find this a difficult task.
// 1.) This will be the base forward rendering pass in which ambient, vertex, and
// main directional light will be applied. Additional lights will need additional passes
// using the “ForwardAdd” lightmode.
// see: http://docs.unity3d.com/Manual/SL-PassTags.html
Tags { “LightMode” = “ForwardBase” “RenderType”=“Opaque” “Queue”=“Geometry+1” “ForceNoShadowCasting”=“True” }
LOD 150
Blend Zero SrcColor
ZWrite On
^^ Just trying to figure out how to add additional passes
Never solved it unfortunately, with the release of these new RTX cards, I should thing maybe in a few years we can have ray traced shadows on mobile devices also which will probably fix all of these problems haha. Sorry that we couldn’t add anything to this thread from our investigations - simply couldn’t find a way to get it to work.