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URP-SharpShadow

How to preview

Tested with Unity version - 2020.3 URP version - 10.7

Parameters for URP Feature

  • 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).

Parameters for Static 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).

Parameters for Active & Skin Shadows

  • Bounds Factor - increases the bounds for the volume shadow mesh.
  • Disable Shadows - disables the shadow display for a specific object.

How To Use

  • 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).

Notes

Good to everyone!:v: