@bgolus Hi !
Is it possible inside builtin render pipeline shader code to access shadow maps for each light source, without using additional scripts ?
Intended target is to read shadow map from each light source, pairing the two should provide information on making shadows in volume (ie not just surface) of a transparent queue shader. And its using raymarching to boot.
I have constructed a transparent queue shader from various bits of code i found from unity forum and github, even managed to add shadow receiving (thanks to code examples by user negativeinfinity). As it works now, all i can do is determine if pixel is shadowed or not, there is no information on how many different shadows are covering it.
If it sounds like a (yet another) attempt at making some kind of volumetric shader, then you’re right.
I know this shader pipeline is quite old, but i like working within its confines.
I wouldn’t bother you, but i’m out of ideas.
Cheers !