Hi, I'm looking to render or 'paint' drop-shadow style semi-transparent copies of 2d sprites in my game (using 2D mode in unity, with SpriteRenderers, not 3D quads). I want them to be blended correctly and not create any strange overlap, so I imagined I may need to use a blend mode or pixel buffer, but I'm not sure of the best approach, or how to execute it. I imagined I could probably use a RenderTexture, with a shader that tints everything black then uses transparency. I'm looking for people's thoughts on this approach before I attempt it. The game will have objects in the sky as well as a lot more objects on the ground, so I thought about using two separate 'layers', so the shadows coming from objects in the sky would lie on top of the ground objects, and shadows of ground objects would go between themselves and the floor of the game world. Note: Many of these sprites will move and/or be animated, so I can't really bake these shadows. I'm thinking that the fallback to painting these repeatedly is to manage duplicates of every object in the game that casts a shadow, putting them at a lower depth/Z position, and setting their transform and animation frame number to the same as their counterpart. Thanks!