- Install Universal Render Pipeline.
- Download and import the Unity package.
- Open scene from Assets/PolygonStarter/Scenes/Demo.unity.
Tested with Unity version - 2020.3 URP version - 10.7
- General:
- Render Pass Event - controls when the render pass executes.
- Render Layer - controls which layer shadows are rendered on (default is TransparentFX).
- Shadows:
- Static Shadows - render static shadows (enabled/disabled).
- Planar & Active Shadows - render planar or active shadows (disabled/planar/active).
- Intensity - shadow intensivity (alpha from 0 to 1).
- Floor Height - the height of the floor on which the shadow will be cast (actual for planar and active shadows).
- Near Extrude - the distance the volume shadow will move relative to the original mesh (actual for active shadows).
- Far Extrude - the distance that the volume shadow will move relative to the floor (actual for active shadows).
- Ground - floor height in world coordinates (mesh will be extruded to this height).
- Offset - offset of the interfering volume of shadows relative to the original.
- Reverse - changes the order of the triangles (may be necessary if you need to turn the mesh inside out).
- Bounds Factor - increases the bounds for the volume shadow mesh.
- Disable Shadows - disables the shadow display for a specific object.
- Select object with Mesh Renderer or Skinned Mesh Rrenderer.
- Then "Add Component" -> "MalyaWka" -> "SharpShadow".
- "Static" for objects that will not rotate and move along the Y axis.
- "Active" for Mesh Renderers that will move and rotate.
- "Skin" for Skinned Mesh Renderer.
- Click "Create" to create the shadow.
- Click "Remove" to remove the shadow (attention, before removing the component from the object, be sure to click the "Remove" button).
- As an example, use the free POLYGON Starter Pack asset from reputable Synty Studios.
- If you are not familiar with the Universal Render Pipeline, you can find the official tutorial here.
- Many thanks to Jim Cheng for his Shadow Volume
- Thanks to Roman Fedorov for saving Gustav Olsson's source codes.
Good to everyone!:v: