Closed Kulgann closed 3 years ago
Hi, Thanks for reporting. Let me clarify some. Are you using Unity Toon Shader HDRP? https://github.com/Unity-Technologies/com.unity.toonshader
As far as I tested, shadow drops to Unity Toon Shader Material floors.
The followings are the way I confirmed:
Will you please try like above?
Hi, Thanks for reporting. Let me clarify some. Are you using Unity Toon Shader HDRP? https://github.com/Unity-Technologies/com.unity.toonshader
As far as I tested, shadow drops to Unity Toon Shader Material floors.
The followings are the way I confirmed:
- Open LIightAndShadowBakedLight scene.
- Change the shader of SceneElements material to HDRP/Toon.
- Change the 1st shade map color to black or something like that.
Will you please try like above?
Hey there, Yes I'm using the version from https://github.com/Unity-Technologies/com.unity.toonshader. I tried the scene you mentioned and the material settings. The problem is with additional lights, such as Spot or Point. As you can see here : This is the same floor with a Directonal Light. The shadow looks like yours and works correctly. Looking at the shader code the shadows from additional lights are not taken into the final color. This is a shadow from the Spot Light when the material of the floor is set to the default HDRP/Lit I also tried Deferred and Forward rendering it made no difference.
Hi, As far as I see, we haven't supported those kind of future since legacy pipeline UTS. I mean spot and point light shadows have not been supported. What you want to say is we should add those kind of features especially for HDRP?
Hi, As far as I see, we haven't supported those kind of future since legacy pipeline UTS. I mean spot and point light shadows have not been supported. What you want to say is we should add those kind of features especially for HDRP?
Well yes, We are currently producing a Anime style cinematic with HDRP and Point and Spot shadows will greatly improve the atmosphere. Is it possible you can give me a ETA on supporting them or should I try and add them myself?
We are currently working on affinity and controllability with HDRP features, such as high intensity light environment, SRP Batcher and so on. However, at least for now, we would not be able to give high priority for those features you want as we are in a phase to focus on stability and more basic features.
We are currently working on affinity and controllability with HDRP features, such as high intensity light environment, SRP Batcher and so on. However, at least for now, we would not be able to give high priority for those features you want as we are in a phase to focus on stability and more basic features.
Hey there, I implemented punctual shadowing for Spot and Point lights Would you like me to create a pull request ?
We appreciate your offer, but we would not be be able to accept it. We have other features that we need to focus on, such as integration with other unreleased module. Therefore, we are not able to give high priority to your proposed features maintenance. If there are a lot of requests, We believe that we should add functions not only to HDRP but also to Legacy and URP. In that case, one rendering pipeline alone would not be adequate, and we would start with Legacy rather than HDRP.
I forgot to say some. Basically, UTS is a shader for characters, so we don't believe that kind of feature would be necessarily important and there is little possibility we add all the features other shaders have.
This is when the plane is using the toon shader And this is the plane using the HDRP Lit shader with correct shadows