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Question by Calum Murray · Oct 28, 2010 at 12:38 PM · graphicsshadowspointlights

Point lights can't cast shadows? Is forward rendering something that can be changed?

Hi there,

I'm testing the Pro Version of Unity and I was really disapointed to see that only directional lights can cast real-time shadows.

However, when you select shadows for a point light it says this isn't possible in forward rendering.... is this something that can be changed to allow shadows to be cast from a point/spot light?

Many thanks in advance.

C

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Answer by maikkel · Oct 28, 2010 at 01:21 PM

You can change to Deferred Rendering via File->Build Settings...->Player Settings. In the Inspector, under "Per-Platform Settings" you can change the Rendering Path to "Deferred Lighting". This is a bit slower but lets you have Shadows for Point- and Spotlights. (i'm not sure, but i think this doesn't work for iPhone...)

Hope this helps!

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avatar image Noise crime · Oct 28, 2010 at 01:39 PM 0
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Thought of course it also needs a higher $$anonymous$$imum spec gpu (shader model 3) and probably a more recent gpu's too accommodate the additional requirements - speculating here due to need for G-buffers etc. Which is one reason i'm unhappy that the old 2.6 rendering path was completely removed from U3.0

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Answer by Waz · Apr 23, 2011 at 01:48 AM

Supposedly Forward rendering path now also supports shadows from all lights, by adding the fullforwardshadows paramater to the surface parameter (i.e. edit shader to add this).

#pragma surface surf Lambert fullforwardshadows

For some shaders (eg. Bumped), you may get an error about texture limitations. Fix this by preceding the above with:

#pragma target 3.0

There are still reports of problems with this... but that's for other questions.

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avatar image Ben-BearFish · Apr 08, 2015 at 07:06 PM 0
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Is this possible in Unity 5?

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Answer by joseaguirre · Nov 08, 2014 at 09:32 PM

how would you edit this shader?

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