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Can particles cast shadows in Universal Render Pipeline?
I have cast shadows set to on inside the renderer part of a particle system, the material used is opaque as required, but the particles don't cast shadows. The mesh that is supposed to receive them does receive shadows from different sources. Is it just expected behaviour of URP?
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I have the same problem. Cast shadow is on and the shader used is: URP / Particles / Lit
is there a workaround?
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