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Question by Prank1710 · Oct 22, 2014 at 08:04 PM · mobileshadowspoint light

Can we have point light shadows for mobile devices in Unity?

Hi, I have been doing some research on developing shadows in unity and after reading through the documentation, I have noticed that it does not support deferred rendering on mobile devices and consequently, there is no way for me to use point light shadows to create real time shadows for my objects.

Using directional lights is probably an option if the scale of an object does not matter (and even then, it might still suck the frame rate unless you do more processing) but if it does, what are possibly our options? I'm not counting blob projections, lightmapping because those are entirely different kinds of solutions.

Is it simple enough to create our own shadows using shaders and doing some math (I assume not because otherwise there would be a solution)? Can we have it to be dynamic enough to account for all cases such as overlapping objects, transparent objects etc.?

I have noticed there is a very nice Shadow Volumes Toolkit available in the asset store which creates the functionality from scratch but has anyone else had a chance to work on creating their own shadows for mobile devices for any kind of light?

I would love for someone to just point me in the right direction so as to get started. Thank you in advance and I apologize if a similar question has been asked already. I couldn't find it myself and would love a simple link there if it does exist.

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Answer by AironeneroTechnologies · Nov 02, 2014 at 07:14 AM

You can use shadow volume technique to make that shadows whitout kill performance of the game, remeber that the android devices can't handle a lot of shadows because of the poor performance (expeciaqlly mid end devices or low end devices). for hot to do this in unity: http://en.wikipedia.org/wiki/Shadow_volume

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