Hi guys, While waiting for Lighting/Shadowing integration in Graphics.DrawProcedural method, I'm trying to generate point light shadowmaps by myself. To do that, I render a depth cubemap of the scene at light position. I give this cubemap to my shader to be able to sample in it and proceed to a depth comparaison. It seems to work but I have strange result due to bad LightMatrix calculation. Then I looked at AutoLight.cginc, to see how Unity handles shadowmaps for point lights. I have a question about the TRANSFER_SHADOW() method: a._ShadowCoord = mul (unity_World2Shadow, mul(_Object2World,v.vertex)); How unity_World2Shadow is calculated? Thanks a lot Q.