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Question by stingman · Sep 14, 2017 at 11:36 PM · lightingshadowsdirectional lightcastingforward rendering

How do you stop shadows from casting through meshes?

I created a simple demo scene to illustrate.

alt text

I have 2 cubes stacked on top of each other. Then I have a sphere that I place above of the top cube. I only allow the sphere to cast a shadow. Why does the shadow cast on top of the upper cube and go through it and cast on the lower cube as well? This is not ideal and I've been struggling for days trying to fix this. Adjusting the shadow distance in quality settings is not a realistic solution either as the distance should be unrelated to this issue. Shadows should not cast through meshes and I'm not sure how to prevent this from happening. Help would be greatly appreciated. Thank you!

shadowproblem.png (319.4 kB)
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avatar image bobisgod234 · Sep 15, 2017 at 01:12 AM 0
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Is there a reason your top cube is not casting a shadow itself? It doesn't make any physical sense to have the top cube not cast shadows, and have your lower cube impossibly receive light from an occluded light source. If the top cube were casting shadows, you wouldn't see the spheres shadows.

avatar image Namey5 · Sep 18, 2017 at 06:52 AM 0
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That's just how shadow rendering works. If there isn't a shadow caster occluding the results of shadows above, they'll be visible on anything underneath.

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