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Question by emandrael_unity · Dec 14, 2020 at 07:17 PM · shadergraph2.5d

How should I configure shadergraph so that the shadow doesn't go all black on the sprite?

Heya, so I followed this tutorial I found online so that I could make a 2d sprite character walk around in a 3d world similar to octopath traveler. Here's the link:

How To Make 2D Sprite Cast and Receive Shadow in 3D World, Using Unity Shader Graph - Hananon Artworkst

It uses URP so it's pretty good. But I found a little "feature", which is whenever the sprite is behind another object which has it's lighting being rendered realtime, it completely blacks out the character, where the shadow is occupying.

Here's an image:

alt text

Here's another of the shader-graph I have in the end.

alt text

I am pretty new to shader's and shadergraph, so sorry if this is an easy answer. I noticed that changing the emission colour changes the colour of the shadow and the whole sprite, I was fiddling with that for a bit but I don't think that's it haha.

Anyways I really appreciate any help!!!

screenshot-2020-12-11-232022.png (30.2 kB)
screenshot-2020-12-11-232022.png (30.2 kB)
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Answer by brombs73 · Mar 19, 2021 at 11:20 AM

Its work for me. Set normal as constant. alt text


normal-screenshot.png (28.0 kB)
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