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Objects with 'cast shadows' unmarked are still creating a shadow
Before lightmapping a level I went into this water object's mesh renderer setting and deselected 'cast shadows', so it wouldn't create that shadow underneath, but after baking it's still happening. Also on other objects too. What am I doing wrong?
Answer by Statement · Dec 09, 2013 at 11:11 PM
Cast Shadows is used for realtime shadows. Your shadows are baked. I am not a lightmapping expert but I guess you should untick the water from being lightmap static in the inspector for the water. Click the little arrow pointing down next to the static checkbox on your pond game object, and ensure it's not "Lightmap Static"
I discovered you're right, but then I lose casted shadows onto the water, which I want to keep. I think what I have to do is make the water mesh thicker, so it goes through the ground.
$$anonymous$$aybe it's possible to solve it if you bake the entire scene first, then bake only the rest of the scene in a second pass. Not sure if that would allow you to keep the lightmap already generated on the water. When the second pass is done, the idea is to exclude the water from affecting the generation for your ground.
Another approach you could try would be to write/get/ask for a shader that does no shadow collecting pass and use that on the water, but I don't know if that would put you in the same position as your first problem.
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