Include the following details (edit as applicable):
Issue category : Real-time Mapping-Depth / ARDK Documentation / Sample App aka ‘AR Developer Tools
Device type & OS version : Android / iOS
Host machine & OS version : Mac Ventura, M1
Issue Environment : Unity Mock / On Device
Xcode version :
ARDK version : 2.3.1.
Unity version : 2021.3.16
Description of the issue:
Hi y’all. I’m trying to create / find a material / shader, that serves as a shadow caster only, meaning I can attach it to detected planes / meshes or onto a normal Plane game object and it will only cast shadows from other objects.
I found a few tutorials on how to do that in URP:
However none seems to work for me. Would be happy about some advice / material that works with ARDK
cheers and thanks in advance
Tobi
Hey @Tobias_Reidl
Here is a shader that i use in some of my AR projects to cast shadows on planes:
Shader “URP AR Shadow Receiver”
{
Properties
{
_ShadowColor (“Shadow Color”, Color) = (0.35,0.4,0.45,1.0)
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"Queue"="Transparent-1"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
Blend DstColor Zero, Zero One
Cull Back
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float fogCoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half4 color = half4(1,1,1,1);
#ifdef _MAIN_LIGHT_SHADOWS
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = input.positionWS;
float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
color.rgb = MixFogColor(color.rgb, half3(1,1,1), input.fogCoord);
#endif
return color;
}
ENDHLSL
}
}
}
But be aware that for this to work you have to toggle “transparent recieve shadows” on in your renderer asset here:
1 Like
If you want a premade solution, I got a free version on the asset store as well:
1 Like
@Merijn_Kersten @Dylan_Smit , thanks a lot you guys, sadly both solutions do not work for me. The weird thing is that it seems like I do not get shadows on transparent surfaces at all despite activating Transparent Receive shadows…
Take a look at the screenshots, here I tested a normal material, semi transparent and the Shadow Receiver URP Free :
Disable shadow cascades. No free version supports it currently. Might help?
1 Like
Oh yes! Works like a charm, thanks a bunch @Dylan_Smit !
system
Closed
January 17, 2023, 2:43pm
7
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