it’s all in the title:
we can manage to receive shadows and not to cast any (grass on the ground)
but not the other way round…it would be for trees
so a diffuse/cutout that can cast but not receive shadows
is that even possible?
thanks a lot
it’s all in the title:
we can manage to receive shadows and not to cast any (grass on the ground)
but not the other way round…it would be for trees
so a diffuse/cutout that can cast but not receive shadows
is that even possible?
thanks a lot
Is there any specific reason why the ‘cast shadows’ and ‘receive shadows’ settings of the renderer don’t work? Or did you overlook those?
in fact it’s on trees from the terrain tools ,not objects…
It has been a while since I worked with terrain trees, but I’m quite sure that the trees for the terrain are linked from prefabs, which have will have a renderer and als these two flags. Have you tried setting these flags on the tree prefabs?
Trees on the terrains interact basing on the terrain settings as part of which they are rendered, don’t they? (for them, a custom shader also would only be of restricted use as they are rather specific or will not work nicely / optimized)
ok unchecking the flags doesn’t work,
it works on the prefab but not on the tree object…
hey unity people !
that would be great (and so easy) from you to get the ability to check/uncheck cast shadow/receive shadow on source prefabs that have an effect on terrain trees!!!
thanks
if anyone else think about a solution ,I’ll take it!
download the shader source zip from the resource - assets section above and write an own shader for foliage handling
Got the same problem.
On GameObject, “receive and cast shadow” is working fine, but once the trees are painted, it doesn’t work (even with prefab).
Basically, doing a ShadowCaster pass automatically make the object receiving shadows as well.
I’ve tried doing a ShadowCollector pass as well to render nothing, but it has no effect, seems like it’s ignoring that pass.
On the contrary, I can declare a ShadowCollector pass without shadow caster pass, to make the trees “painted” on the terrain to only receive shadows.
Also, I was waiting for an terrain imposters system upgrade for unity 3.0… it’s just a big deception, almost nothing has been done for terrain!
The only thing we can do is to replace the shader for the imposter texture generation which would have been enough if we could have set the texture size/quality. I just can’t get nice enough imposters.
yeah I agree ,that would be really welcome!!