URP PBR Transparent Shader Fadeable Shadows?

Hi there,

we are currently faceing a problem with the URP Standard Lit shader. If we turn the Object to transparent (cause we need to for fading objects in and out), the shadows are deactivated. So far so good. I created a custom Lit Shader for our purposes and we got fadeable objects with shadows.
But now the question is, if it is possible to fade the shadow intensity based on the Alpha per object not the global light shadow attenuation value as well?

Hope for some interesting information! Thanks in advance!

Screenshot 2024-09-04 at 09.16.25
The cube got a transparency of 50%, but the shadow is still on 100% intensity based on the directional light.

November Bump - anyone?

Afaik this is not possible. BiRP used a dithering technique. You could do this as well:

Have base material on a model which doesn’t cast shadows
Have a 2nd model copy with a dithering pattern which only casts shadows

Not optimal, but I don’t think there is any way around it without baking lighting or ray tracing

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Thanks for your idea.
I already tried that, but turns out that this is doesnt work out for the project.

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