Shadow Volumes in Unity (Unify Wiki)

Hi , all!
I founded out that Unity 4 (Free) has GL class enabled.
So that means, shadow volumes from the Unify Wiki (http://wiki.unity3d.com/index.php?title=Shadow_Volumes_in_Alpha) i tested be myself and it works in the free version.
But it has some limitation, custom made models doesn’t look like they should. Those looks, screwed up a little (See picture).

1114233--42021--$Shadow volume.png

So the question is how could it be done to show perfectly the shadow of the model or a skinned mesh . Is that possible ,if yes than how ?
Thanks in Advance :slight_smile:

I definitely needs a closed mesh (no “open” edges, i.e. each edge should be exactly between two triangles). That also means no creased/hard edges; insert small edge loops to simulate a hard edge.

This is common to all simple “extrude in a vertex shader” shadow volume algorithms.

Even better, use proxies which are closed and smooth as aras suggested. The proxies can be significantly lower poly as well.

Aras : So if i understood it right then this shader just work with a"closed mesh", and if i guess right it’s the model fault because it has too sharp edge (hard edge) and this causes all this messy shadow ?
Here is another picture to present the “hard edge trouble” because the cube mesh has “hard edge” it’s shadow don’t want to be visible .

hippocoder : How could it be done in this shader to use those proxies ?