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Question by ChiliStudio · Feb 08, 2021 at 09:50 PM · camerashadersshadowsprojectionprojection-matrix

How to Cast Shadows AFTER Vertex Shader/ Updated Geometry?

I have a custom vertex shader on my view model which changes the FOV.

I want the shadows to be cast after the FOV is changed instead of using the original object.

Note how the pistol shadow appears on the projected view model incorrectly.

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Answer by BastianUrbach · Feb 08, 2021 at 11:14 PM

Is it a surface shader? You just have to add addshadow to the surface shader directive and it should work:

 #pragma surface blah blah blah addshadow
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avatar image ChiliStudio · Feb 09, 2021 at 12:16 AM 0
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It is a shader graph shader, I don't think I can access the code. And to be clear, the object is casting a shadow, it just isn't being cast from the updated vertex positions.

$$anonymous$$aybe this has something to do with the view projection distorting perception of where the vertices really are??

avatar image BastianUrbach ChiliStudio · Feb 09, 2021 at 09:03 AM 0
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Despite it's name, addshadow doesn't add a shadow, it just makes it so that the shadow pass also uses the custom vertex shader. But that's a surface shader thing, it doesn't seem to apply to shader graphs. You can actually access the generated code (right click on the master node) but it would be a relatively complicated vertex fragment shader, not a surface shader (surface shaders are more like an alternative to shadergraph; both get translated to much more complex vertex fragment shaders). Unfortunately I don't have much experience with Shader Graph but my understanding is that it should already use the modified vertex position so I don't really know what went wrong in your case.

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