I’m using Material.SetOverrideTag() from an editor script to set “ForceNoShadowCasting”=“True” on a material, but shadows are still cast in the scene.
Is this broken?
I’m using Material.SetOverrideTag() from an editor script to set “ForceNoShadowCasting”=“True” on a material, but shadows are still cast in the scene.
Is this broken?
Same problem described here:
Is this supposed to work? or does it not work by design? I can’t think of a reason it shouldn’t work.
I have the same issue with “IgnoreProjector”.Can someone tell me how to solve this problem?
not work same ! I use this to disabling shadow
GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;