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Question by zOrcGames · Aug 11, 2019 at 05:52 PM · unity 5lightingshadowsspriterenderer

Cut off Shadows on SpriteRenderer

I'm trying to create a game where you move a 2D Sprite in a 3D world, like f.e. in the Paper Mario games. In order for the graphics to appear more in-tune with the world, I enabled the Sprite Renderer to recieve/cast Shadows in the Debug Menu as well as applied a Standart/Cutoff Material to it. It looks like this:


alt text


Looks like the Player is floating in the air, right? However, the sprite is actually grounded and touching the wall, as seen here (red is where the shadow starts, blue is where the sprite touches the wall):


alt text


What I tried to fix this issue:


  1. On the Import Sprite Options, I tried changing the "Mesh Type" and the "Extrude Edges" value in hopes of stopping this cutoff.

  2. After some experimentation, I found out that it couldn't have been the sprite, since the shadows seem to be cut off as if an invisible cube was around the sprite object. I tried fiddling around with the "Realtime Shadows" option of the lighting as well as the Lighting Settings, but I couldn't do anything. Interestingly, when I movethe Light source further away, the cutoff becomes larger, when the light is practically above the sprite, the cutoff is barely visible. Shortening the Bias-Value of the Light Source also helps, but the screenshot depicts this value at 0 already.

Do any of you have any idea what might be causing this issue? I'm still suspecting somthing with Lighting/Bias/Near Plane settings, and not really an actual error, but I haven't found what it might be.


I'd greatly appreciate any leads! Thank yo in advance!

bildschirmfoto-2019-08-11-um-192826.png (179.6 kB)
bildschirmfoto-2019-08-11-um-192905.png (306.5 kB)
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Answer by Setzor · May 30, 2020 at 02:53 AM

@zOrcGames I apologize for necro'ing this near year old question, but I'm curious if you ever managed to solve this. I am having the EXACT same issue.

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