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Hacks for Shuriken Particles to Receive Shadows (built-in renderer) ?

Discussion in 'General Graphics' started by benthroop, Jan 21, 2022.

  1. benthroop

    benthroop

    Joined:
    Jan 5, 2007
    Posts:
    237
    Getting semitransparent (fade/transparent batch) particles using the Standard Surface/Unlit shader to receive shadows is not trivial. Does anyone have any hacks? I don't care about particle shadow casting or per pixel lighting. I just want some dust particles getting kicked up by a character to not glow when the character is in a large shadowed area.

    Interestingly, it does appear that using the Particles/Standard Surface shader, per vertex lighting is applied even when in Fade/Transparent batch. It's not useful with facing billboards though, as the lighting is dependent on view direction. However maybe it's possible to drive vert color based on shadow intensity?

    Probably no easy answer here, but you never know!
     
  2. benthroop

    benthroop

    Joined:
    Jan 5, 2007
    Posts:
    237
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