Hi all,
I’m approaching to AR, it’s all ok but i don’t know how to have a trasparent plane as ground that receive shadow from movable meshes and a stationary light, is it possible?
In my project i have some buildings and it would be appreciable have shadows casted on the real ground.
thanks to all
Give this thread a read, I believe most of the features needed are now available in 4.22.
opened 10:50PM - 29 Jan 19 UTC
closed 06:56PM - 05 Mar 19 UTC
I am trying to implement a technique I have seen used in ARkit for UE4 in order … to achieve dynamic shadows. With this technique you create an unlit material using the passthrough camera and you appy this material to a plane underneath your camera. Then you enable Cast Modulated Shadows on your scene's Directional Light.
My problem is that I haven't been able to setup this material in a way that works as it should.
Example 1 (attached). The passthrough material is not aligned and its scaled differently than blank the space, the real world
![example1](https://user-images.githubusercontent.com/2564349/51945809-58e1de00-2428-11e9-85df-aad96214666d.JPG)
Example 2 (attached). With this material setup the alignmed of the shadow plane and the real work is somewhat better, but the shadowing plane does not match in terms of brightness with the real world.
![example2](https://user-images.githubusercontent.com/2564349/51945936-cf7edb80-2428-11e9-9b28-71700060c9a1.JPG)
**Since shadows play a very important role in creating believable experiences, It would be great if you could share a working method to achieve good, dynamic shadows with AR Core.**
My tests are taking place on a Xiaomi Pocophone F1