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How should I configure shadergraph so that the shadow doesn't go all black on the sprite?
Heya, so I followed this tutorial I found online so that I could make a 2d sprite character walk around in a 3d world similar to octopath traveler. Here's the link:
It uses URP so it's pretty good. But I found a little "feature", which is whenever the sprite is behind another object which has it's lighting being rendered realtime, it completely blacks out the character, where the shadow is occupying.
Here's an image:
Here's another of the shader-graph I have in the end.
I am pretty new to shader's and shadergraph, so sorry if this is an easy answer. I noticed that changing the emission colour changes the colour of the shadow and the whole sprite, I was fiddling with that for a bit but I don't think that's it haha.
Anyways I really appreciate any help!!!
Answer by brombs73 · Mar 19, 2021 at 11:20 AM
Its work for me. Set normal as constant.