I’m having trouble getting the blend geometry working again with shadows, with Unity 5. I got it working in Unity4 but no luck on 5.
The idea is to show shadows under the blend geometry, but I cant seem to get it done.
What do I mean by “blend geometry”? It’s a special geometry(usually flat) to make transitions between surfaces. It has a transparent texture on it and ideally it should also have a shadow on it. But since Unity cant handle shadows on transparent surfaces, the workaround is to show it under the surface.
There’s no reason why transparent surfaces can’t receive shadows other than most shaders just don’t implement it, the Standard shader does this just fine for example. I suggest looking at the Standard shader to see what it’s doing differently from what you’re doing.
Otherwise it is possible to get the background shadows to show up through the transparent geometry. I don’t remember exactly how I did this for something I was working on (with Unity 5.1) as I did it by accident. I think it was by putting the transparent surfaces’s shader into the opaque queue, and I might have had a dummy shadow caster pass that just did a discard.
Well for now I got something working, it only works in forward pass tho. But as for the standard shader, it receives shadows for only opaque and cutout surfaces. Transparent and fade does not receive shadows, otherwise I’d use the fade option.