Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by pantaryl · Apr 24, 2015 at 03:24 AM · shaderrenderingshadowsstencilportal

Shadows in my rendered "Portal" Don't Render

Hello all –

I'm trying to figure out why I can't get the shadows in my "portals" to appear.

My scene consists of objects in various different layers all which do not interact with one another. The portals give you peeks into these other layers. There is a single directional light in each of the two layers, with a culling mask to avoid seeing the other layer.

I'm sure that I have more than I need in the shaders... and my camera render is not optimal yet. I'm just prototyping and I'm curious why the shadows aren't appearing. If anyone has any ideas, I would appreciate any suggestions/advice! Thank you all!

No red sphere shadow. Red sphere shadow appears!


The blue cube and the red sphere both have this shader attached to them:

 Shader "Custom/HiddenShader" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader {
         Tags { "RenderType"="Geometry" } // "ForceNoShadowCasting"="True"
         LOD 200
         
         Stencil {
             Ref 1
             Comp Equal
             Pass Replace
         }
                 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }



The portal has the following shader attached to it:

 Shader "Custom/PortalShader" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader {
         LOD 200
         
         ColorMask 0
         
         Pass {
             Tags { "Queue"="Geometry" "ForceNoShadowCasting"="True" }
             ZWrite Off
             Stencil {
                 Ref 1
                 Comp always
                 Pass replace
             }
         }
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }



Additionally, I have an "overall vision" material in front of the camera which allows me to see all objects with this shader:

 Shader "Custom/Vision" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader {
         Tags { "Queue"="Geometry" "ForceNoShadowCasting"="True" }
         LOD 200
         
         ZWrite Off
         ColorMask 0
         
         Pass {
             Stencil {
                 Ref 1 
                 Comp always
                 Pass replace
             }
         }
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }



Lastly, this is how my camera renders out:

         Graphics.SetRenderTarget (tex);
 
         // Clear the render target.
         cameraPlane.layer = LayerMask.NameToLayer (items [WorldIndex] [0]);
         cam.clearFlags = CameraClearFlags.Skybox;
         cam.cullingMask = 0;
         cam.Render ();
         cam.clearFlags = CameraClearFlags.Nothing;
 
         // For each of the other layers, render the visible items that can be seen.
         for (uint i = 0; i < NumWorlds; i++)
         {
             if (i == WorldIndex)
             {
                 continue;
             }
 
             cam.cullingMask = (1 << LayerMask.NameToLayer(items[WorldIndex][1])) |
                             (1 << LayerMask.NameToLayer(items[i][0])) |
                     (1 << LayerMask.NameToLayer("Depth"));
 
             cam.Render();
         }
         
         cam.cullingMask = (1 << LayerMask.NameToLayer (items [WorldIndex] [1])) |
             (1 << LayerMask.NameToLayer (items [WorldIndex] [0])) |
                 (1 << LayerMask.NameToLayer("Depth"));
         cam.Render ();
 
         Graphics.SetRenderTarget (null as RenderTexture);
         Graphics.Blit (tex, null as RenderTexture);

redshadow.png (21.1 kB)
blueshadow.png (27.9 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Raymarching - bad shadows/light quality on fractals 0 Answers

Standard Shader Still Visible through Stencil Shader 0 Answers

Scene lights flickering 0 Answers

Unity 4.6 and Grabpass fails 1 Answer

HDRP shadergraph material not visible in renderTexture if render pass is set to After post process 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges