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Question by adrenak · Sep 06, 2012 at 07:58 PM · shadowprojectorblob

Blob shadow with a pseudo realtime effect

Hi guys! I have the free version of Unity, so I cannot have any realtime shadows for my car in a new racing game that I am making. Having a blob shadow is not good enough as is looks unrealistic if the directional light ( the sun ) is at an angle.

I did some thinking, if the blob shadow projector can be inclined at a angle with the car, provided that the directional light is far enough to be assumed at infinity, then a more realistic shadow can be obtained when the projector is along the line joining the car and the sun. I have a code here :

     var car : Transform;  
     var sun : Transform;  //the directional light that should cast shadow
     
     var viewLine : Vector3;  //vector from car to sun
     var carPos : Vector3;
     var sunPos : Vector3;
     var projectorPosition : Vector3;  //where the projector should be
 
 
     function Update(){
     
         
         carPos = car.position;
         sunPos = sun.position;
         
         viewLine = sunPos - carPos;

         //I want the projector to be 10 units away from the car
         projectorPosition = viewLine.normalized * 10;   

         transform.position = carPos + projectorPosition;
         //keep the projector faced towards the car
         transform.LookAt(car);
         
     }    

The above code goes in the blob shadow projecter, which is not a child of the car. I couldnt post screenshots right now, but what happens is that the projector is not aligned at a proper angle with the car but stays at a fixed distance and along the line joining the car and the directional light source...or better If someone could try this script out and see. :)

Or is there a method of getting similar results with a different method?

Thanks for reading! Vatsal

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