Hey all and happy new year! I hope this is the right category to post in, but I'm working on a solution for raytraced planetary shadows. It's a post-process effect which raytraces through user-defined occluders (typically spheres) to generate hard shadows. Anything placed behind such objects can be occluded and the obvious advantage over cascaded shadow maps is that quality doesn't degrade and there's no limit to the shadow distance. There's plenty of room for improvement and optimisations, but you can have a look what it currently looks like in the attached screenshots: It can be used with the post-process stack system. Things to do still: - Possibly support binary star systems - Make it mobile-friendly - Optimise more in the case of many occluders - Make a beautiful and a more real game scene Assumptions: - Occluders are very large objects, generating hard shadows - One omnidirectional light source is present in the scene - Occluders are specified by being tagged as "PlanetOccluder" - Sun is specified by being tagged as "Sun" Would people be interested in something like this, once it matures, in the AssetStore?