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Question by Kalimu · Jul 10, 2017 at 12:22 AM · lightshadows

How can I render a shadow for an obstacle, but without rendering the light on the obstacle itself?

alt text

Image pretty much explains it. How to I make it so the spotlight renders the shadows casted by obstacles, but not render the light on the obstacle itself?

shadows.png (219.5 kB)
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Answer by Jwizard93 · Jul 10, 2017 at 02:46 AM

I made my first shader in Unity. I think it does what you want. I have no idea how to do this stuff so use at your own risk.

 Shader "Custom/Box" {
     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"="Opaque" }
         LOD 200
         
         
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard noforwardadd novertexlights 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"
 }
 
 

set the material on the object to use this shader.

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Answer by Kalimu · Jul 10, 2017 at 02:47 AM

Never mind. I figured it out. You simply have to make a second wall on the same place, but with a different layer. Then set its shadows to "shadows only", and set the light's culling mask to the first wall's layer

It's the third time my question goes un-answered here Edit: I take this back. someone did answer. Thank you

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avatar image Jwizard93 · Jul 10, 2017 at 02:51 AM 0
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Aw man. Well I added another tag to shader and now it's working. Glad you found a solution on your own though.

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