URP lit shader will not receive shadows while transparency is enabled

A hack to solve it, is just to add a second version of the object with a material set to opaque but with alpha cut out and in the renderer mark it as render only shadows. They should use alpha cut out by default for the shadows or something.

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I can try and find out @UserNobody , I’ll ask around for you!

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Hi Shaun, can you please follow up with this one? This is a long standing issue and if the goal really is to close the feature gap between URP and the Standard Renderer then this is a particularly glaring omission to be left hanging.

Definitely a pain point for me.

@Shaunyowns Any news on this issue?
This is a really important and basic feature to a lot of people, including me.
I hope this gets fixed soon.
Please keep us up to date.

Sometimes I wonder if Unity pays any attention to these posts, and just fixes or updates things at their own leisure!! It really does not seem like they do pay much attention!!

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Hey @Matt-Cranktrain , @Lyxodius

I’ll ask around again and see if I can get a response, apologies for the delay!

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@Shaunyowns
Hi!

Any news on this situation? I’m facing the same problem. I want to use 2d plane / sprite as surface for texture that contains alpha channel information. When using URP / Lit -shader on a plane it casts shadows but once I activate alpha (change surface type to Transperent) I loose casted shadows.

Maybe not quite directly related, but - is it possible to create matte/“shadow-drawer” effect using the URP?

In fact it means fully transparent plane, but displaying shadows casted by other objects (see attached example picture).
For the original Unity 5 renderpipeline the effect was possible via this Unity’s Keigiro Takahashi shader.

Based on discussion above, receiving shadows on (semi)transparent surfaces does not seem to be supported…

First go here and open that.

Then Edit this to true

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Now next on my list is how to fix this darkening
Standard RP


URP

Looks like there is no GI or Ambient color (sky).

There is, but is way way darker.

Can you show all settings, materials and lighting window?

It has nothing to do with that, is a simple scene with default settings. It works with the standard shaders, but when you switch to URP in unity 2019.4 the shadows and ambient in general is darker. Is a shader problem not a wrong setting.

So what’s the answer?

I love it how even you yourself being within Unity can’t get any response from others in Unity, for 3 months and at least 2 attempts! And how it’s the same sheetuation as when you tried to ask them about the deferred renderer ( https://forum.unity.com/threads/urp-deferred.931872/#post-6345231 )

That makes us something like brothers here <3

I have no idea what’s your company’s communications model is, but it looks like Unity is unaware that it’s possible to actually talk with people, both inside the company and outside (because why, right?). Not much of any unity there is in Unity. A better name would be Obscurity. “Obscurity Engine” – I like it, pretty much describes the feelings from working with it and from trying to get any support.

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Well every worker at unity is like that, I have not seen any help given to anyone ever since I joined this forum from one of them, only good people who use unity helped with a mod of a shader or a fix in some areas.

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I just created a new lit shader graph, applied it to an object and it’s not receiving shadows. If I apply the built-in URP/Lit, it does.

Unity 2020.2.0b14.3668
URP 10.2.2
Shader Graph 10.2.2

I found a shader on URP with an object receive shadow while still transparent. You can also adjust the transparency level.

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Hi, this is still an issue, i’m using Unity 2020.2.4f1.

Changing the Surface Type to Opaque makes the whole plane object cast a shadow, but Transparent does not cast any shadow, can Unity devs please fix this problem?

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Bug still exist in 2020.2