Cast shadows on a translucent material

Ah- I just realized you were using scene nodes.
That’s quite an odd way of going about it.

I’d recommend using a material parameter collection and sphere mask instead.



The parameter collection should have two parameters- one vector, one scalar.
The vector is the player position, and the scalar is the player size. You could also cram player size into the alpha channel since it’s a V4, but that may come back to bite you if you don’t remember.

Player size doesn’t have to be updated every tick, but player position does.

To get the parameter nodes in the material graph, you have to search for collection parameter:


Then select the collection and parameter name:

Finally, we use those as parameters in a sphere mask.

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