transparent objects and shadows... how to?

What do I need to modify in a shader to control the shadow? I have a simple sphere with transparency, yet the shadow is solid.

will adding ShadowCaster and ShadowCollector passes allow some control for the shadow output?

You generally can’t have transparent shadows in realtime applications, because of the needed complexity.

You can have parts of the shadow caster rejected as the built in cutout shaders. Just do a fallback to a simple cutout shader for that:

Properties {
	_Cutoff ("Alpha cutoff", Float) = 0.5
}

Fallback "Transparent/Cutout/Diffuse"

There is unfortunately no way to have transparent objects cast correct shadows with Unity’s shadow mapping.

How about receive shadow???

  • i just want to get rid the Specular leak when some transparent object or at least using transparent queue are obviously under the shadow :slight_smile: