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Question Cutout Material (LWRP) casts shadows on Lightmaps

Discussion in 'Shader Graph' started by Horus_Sungod42, May 9, 2019.

  1. Horus_Sungod42

    Horus_Sungod42

    Joined:
    Oct 30, 2014
    Posts:
    99
    Hi, I've been playing in the LWRP shader graph and noticed seomthing that seemed bugged with the lightmapping. The shadergraph's cutout does not count as cutout while lightmapping, being calculated as a fully opaque object.

    The image shows a Cutout/Alpha Clipping shader no the left and Unity's LW Lit on the right.
    lightmap.jpg
    Notice the strange triangular shadows on the left example. The lightmapper cannot see the shadergraph's cutout and reacts like the plane was fully opaque? (Shadow casting settings on the mesh do not fix the issue, whatever happens, the shader reacts like it is fully opaque.

    The created material is marked as Metallic/Opaque/Alpha/Not Double-sided. The render cue did not make a difference.

    Is there a way to have the transparency of the shadergraph to work with the lightmapper?