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Glass Shader that receive shadows?
Good whatevertimeofthedayyouare !
I'm recently studying reflections and shiny floor, and working on it a little bit i did a glass plane with a texture and duplicated every object upside down, giving the general idea of a perfectly shiny floor. the only problem is that the shadows would be different, objects under the floor will not cast shadows, and objects on the floor would cast ON the glass floor, but the shadows are getting through the glass and casting on the objects below, ruining the immersion of a fake reflection. is that a shader that would allor glass to recieve shadow as a normal Bumped diffuse one would?
Answer by Bart_Tamarin · Nov 13, 2013 at 01:12 AM
Hey there :)
I don't really understand what you try to achieve. Do you want a test scene with a floor that has reflection and specular hilights and shadows ?
You should be aware of the difference between realtime (game) engines and a renderer in 3d software.
At the risk of not answering your question ;) you could do it like this: Make a floor and add a material that is the Reflective Specular. It's standard in unity.
The diffuse slot is the color texture, the specular is a greyscale version that determins the specular highlights and the reflection is a fake cube map (6 sides that throw reflection on your object). To control the level of reflection you can add an alpha channel with a greyscale texture - black is no relfection, white is full reflection.
The more detail the specular and reflection alpha have, the more realistic the result.
The shadows can be cast with a light....with lightmapping you can bake the light and shadow into a seperate texture, allowing it to be far better than realtime.
The whole process is too much to explain here, but check out the unity manual (online). They have great examples! :)
Does that answer your question ?
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