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Question [HDRP] Render Shadow-Maps with customPassCullingResults instead of cullingResults

Discussion in 'High Definition Render Pipeline' started by PenguLove, Feb 21, 2021.

  1. PenguLove

    PenguLove

    Joined:
    Sep 9, 2017
    Posts:
    1
    Hello,

    I'm trying to replace some opaque materials in my scene with a transparent material by using the customPassVolume + DrawRenderers Custom Pass. Therefore, i'm culling the renderer and render it with the custom pass instead, as suggested here:

    https://docs.unity3d.com/Packages/c...s.high-definition@7.1/manual/Custom-Pass.html

    However, i want to maintain the shadows casted by the opaque materials, but it does not work because the shadow-maps are rendered with the cameras cullingResult and not the customPass culling result.

    Is it possible to easily change the cullingMask that is used to render the shadowMaps?

    Thanks,

    Robin