Shadow dots casting from a transparent standard shader

Hi,

I just upgraded to unity 5 and found that the windows in my game are now casting dotty shadows. Is there a way to turn this off? I saw in a previous thread that this was a feature of transparent objects casting shadows which is lovely, but they aren’t looking nice here as it looks like some sort of inverse disco ball effect.
The alternative is I guess switching back to a legacy transparent shader.

Cheers
Rob

Unity 5 introduced dithered shadowing for transparent shaders, sometimes it works better than others as you’ve discovered.

If you want to continue to use the new ‘standard’ shaders ( i.e. PBR) for transparent objects you can either disable shadow casting on meshes that use transparent shader, or if you have a mesh with multiple materials you can override the dithered setting within Unity’s own cginc files.

If you download Unity’s built-in shaders you can access and use various files to change shader results. In this case you would want to undefine ‘UNITY_STANDARD_USE_DITHER_MASK’ in the ‘UnityStandardShadow.cginc’ file. This is quite simple to do, but rather than take the time to explain it all here i’ve attached an example project with the code changes and a text file guide that explains how it works, how to use the demo etc.

2183453–144722–ShadowDisableDithered (u5.1).zip (29.6 KB)

That’s great thanks for that. I will take a look.