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Custom surface shader shadows not working without fullforwardshadows

Discussion in 'Shaders' started by Manimor, Jul 23, 2015.

  1. Manimor

    Manimor

    Joined:
    Sep 7, 2013
    Posts:
    21
    Hi, I've chosen to use a custom surface shader, but I can't seem to get the shadows working with deferred mode.

    I've enabled deferred path in player settings, and I'm using the same in the camera, but no shadows will ever show up without "fullforwardshadows" command in the shader. Additionally, to get more shadows than one, I must increase the number of shadows I need to up the "Pixel Light Count", which the docs tell me is "The maximum number of pixel lights when Forward Rendering is used."

    What the hell is going on here, Is my shader forcing forward mode?

    Thanks for input

    edit: Nevermind, I changed scene and now the shadows worked with the material, must be sumefin wrong with the scene
     
    Last edited: Jul 23, 2015
  2. Manimor

    Manimor

    Joined:
    Sep 7, 2013
    Posts:
    21
    edit2: The shader cant recieve shadow in deferred mode when using custom light model it seems, will try to get it work.

    last edit: I made it haha, I just changed some values in the internal deferred and voila, I got what I looked for .. so easy,.. feelsproud ;)
     
    Last edited: Jul 24, 2015