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Question by stiltskin · Sep 12, 2012 at 09:53 PM · shaderparticlesshadowsstrumpysse

disabling shadow casting with SSE

hey folks, I'm making a lit particle shader with SSE which I have working, almost. The only issue I have is that I can't find a way of telling the shader to not cast shadows. Normally unity does this in the object and not material.

Does anyone know how I can go about this?

Thanks!

same post in the forum - http://forum.unity3d.com/threads/150908-turning-shadow-casting-off-with-SSE

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avatar image Jessy · Sep 12, 2012 at 10:19 PM 0
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Downvoted because you already posted this today and didn't link the posts to each other. $$anonymous$$any poxes upon you.

avatar image stiltskin · Sep 13, 2012 at 01:38 PM 0
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ah yes. sorry about that.

avatar image shawnomatic · Sep 13, 2012 at 02:35 PM 0
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@Jessy So rather than explain this arbitrary rule to someone new, you decided to downvote his question and bury it? How helpful of you.

avatar image Jessy · Sep 13, 2012 at 02:47 PM 0
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It's not arbitrary and it's not specific to this site. It's basic manners. Your comment shows that where you come from, nobody $$anonymous$$ches them. You should move.

OP, thanks for improving. Downvote deleted.

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Answer by stiltskin · Sep 13, 2012 at 03:29 PM

Farfarer answered this in the forum:

"If there's a fallback shader, remove it. You might have to open the compiled shader and remove it (will be the second to last line saying Fallback "Some Shader or Other" - just delete the line )."

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avatar image Helical · Apr 08, 2018 at 06:49 AM 0
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This actually worked, I dont understand why the fallback causes the shader to "Cast Shadows On" in the inspector. Or is it just an inspector misinformation and, the shader actually does not cast shadows just because its "Diffuse" fallback does?

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