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Question by
mic_head · Jul 30, 2015 at 02:48 PM ·
meshrenderingsurface shadervertex shader
How to compute shadows in custom Surface Shaders?
Hi all,
I have written a very simple Surface Shader that is fecthing vertex data from textures and drawing vertices accordingly.
The point is that the mesh it's applied to is not casting shadows as it supposed to. In the Scene View it's evident that the mesh does not get deformed at all, it's just the vertices that are drawn in the positions specified in the textures I'm passing in. As a consequence, the shadow cast has the same shape as the original mesh. Is there any way I can fix this?
Thanks in advance!
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