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Projector shadow for LWRP

Discussion in 'Graphics Experimental Previews' started by MetaDOS, Dec 25, 2018.

  1. MetaDOS

    MetaDOS

    Joined:
    Nov 10, 2013
    Posts:
    156
    Hi,

    Is there any solution to have the blob shadow (projector shadow) for LWRP 4.6? As far as I know it doesn't work.
    Using a mesh shadow causes many overlapping bugs.
     
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Projectors pretty much destroy the reason for using LWRP. They have never, ever been efficient. You should use a quad with raycast down for height, using transparent without ztest, or check out https://github.com/Kink3d/kDecals
     
  3. MetaDOS

    MetaDOS

    Joined:
    Nov 10, 2013
    Posts:
    156
    We tried before but the quad overlaps some small meshes in the ground if the ground is not completely flat.
    The repo seems for projection the decal to statics object, not for shadow purpose?
     
  4. kkrg001

    kkrg001

    Joined:
    Mar 6, 2019
    Posts:
    35
    >> hippocoder.
    Hi. I am also troubled by this problem.
    is this package working for lwrp? https://github.com/Kink3d/kDecals
    I tried this at unity 2018.2.1f. but It seems that nothing is projected.
    Do you have any advice? thank you.
     

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