Hey, I noticed that with the new standard shader I can cast semitransparent shadows - which is amazing! That said, I’m trying to see if I can add this functionality to a custom alphablended surface shader (the end goal being a sort of faked lighting particle shader for smoke and such) but I’m having trouble understanding what’s going on in the Universal shader.
I figured you were doing some kind of alpha-to-coverage-style hack As far as hacks go, it’s pretty damn neat.
Just as a matter of curiousity, what about adding this as a pragma to surface shaders? Like there’s the “alpha” keyword, maybe there could also be “alphaDitherShadows” or something.
On a side note, is it possible to modify the included Universal shader to add vertex color support? I think that would probably get me 90% of the way there.
I’m curious actually, I can’t find this setting for the semitransparent shadows. Where is it? I’ve looked on the light, the material, the renderer, and the light, to no avail.
I’m loving the new standard shader, BTW. It’s so easy to make objects that look really nice!
Aras, need to get you and Joen (Unlogick) together, so that the UMA (and other characters) skin shader can be sorted out and use the new standard shader’s internal BRDF system.