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Shadows with Transparent Standard Shader?
I have deferred lighting enabled and shadow-casting transparent objects using the new Standard shader on a perfectly flat plane with a point light.
And the shadows look like this on Very High quality:
They are more pixelated on lower quality settings and more "solid" when the objects are more opaque. Is this intended? Is there any way to get better shadows for transparent objects?
Thanks in advance!
Answer by Goldenvale · Mar 29, 2015 at 06:28 PM
You have to increase the shadow bias on the light.
Thanks, but it has no effect on shadow quality, it just separates the shadows from the objects which looks even worse. I'm guessing there is no solution for this currently, as the pixelation behaviour seems intended (the shadows are not filled with artifacts, they're pixelated). $$anonymous$$y current solution is using a separate, opaque copy of the transparent object to cast the shadow (the object itself is not rendered). It doesn't look exactly like transparent objects' shadows should, but works better than this.
Answer by Animatics_3D · Jun 02, 2015 at 04:23 PM
Hi
Just select glass asset and mark as static you can get shadow as you want . select point light and use baking option Mixed .
if my answer is correct don't forget it to like.
thanks
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