Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Bug Built in URP shaders are casting shadows when shadow casting is turned off, even with transparency

Discussion in 'Universal Render Pipeline' started by Warmacha, Apr 4, 2022.

  1. Warmacha

    Warmacha

    Joined:
    Dec 13, 2015
    Posts:
    27
    I've been switching around to different URP shaders trying to figure out which one actually works with no shadow casting. We have a baked light only scene, no realtime or dynamic lighting, however our transparent objects on this fbx always have this full shadows behind them even with shadowcasting turned off.

    upload_2022-4-3_18-11-31.png
    upload_2022-4-3_18-12-28.png

    Were using opengl renderer currently since we are building to android devices and gpu progressive lightmapper to build the lights.
     
  2. VABG

    VABG

    Joined:
    Apr 28, 2018
    Posts:
    1
    Technically this is not a shadow, but baked lighting, and "Contribute Global Illumination" is still on.
    Don't have time to check right now, but maybe that's it?
     
  3. Warmacha

    Warmacha

    Joined:
    Dec 13, 2015
    Posts:
    27
    Well yes, we still wanted it to receive shadows during baking, we just didn't want it contributing any shadows towards it.

    We found a work around by setting them completely alpha transparent during bake and then returning them to normal afterwards, they still received shadows and didn't cast any shadows onto any other surfaces.