Hi, I’m just having trouble having shadow with my custom shader.
My renderer has cast and receive shadow enabled and my shader use a
#pragma surf lambert light model. And when I use a classic diffuse shader on my mesh, I can see the shadows, Is there any others reasons than the ones in the Troubleshooting problem in UNITY for my shadows to not appear?? ![]()
Thanks!
btw : these are the reasons I checked out on the manual and I my shader is clear on every issue…
Shadows
I see no shadows at all!
Shadows are a Unity Pro only feature, so without Unity Pro you won't get shadows. Simpler shadow methods, like using a Projector, are still possible of course.
Shadows also require certain graphics hardware support. See Shadows page for details.
Check if shadows are not completely disabled in Quality Settings.
Shadows are currently not supported for Android and iOS mobile platforms.
Some of my objects do not cast or receive shadows
First, the Renderer has to have Receive Shadows on to have shadows on itself; and Cast Shadows on to cast shadows on other objects (both are on by default).
Next, only opaque objects cast and receive shadows; that means if you use built-in Transparent or Particle shaders then you'll get no shadows. In most cases it's possible to Transparent Cutout shaders (for objects like fences, vegetation etc.). If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue. Objects using VertexLit shaders do not receive shadows either (but can cast shadows just fine).
Finally, only Pixel lights cast shadows. If you want to make sure that some light always casts shadows, no matter how many other lights are in the scene, set it to Force Pixel render mode (see Light documentation).