Ok this one is a little hard to describe, but I hope you’ll be able to see what I mean with pictures. So here’s my working grass model/material put on a landscape. The problem is that inside the area that is shadowed by the cube, the grass is the exact same shade, and is not receiving those shadows at all. I want the grass to properly shade with the shadows and light-levels it is in.
As you can see, I’m putting the main color into emissive. My suspicion is that emissive doesn’t actually calculate shadows at all, but my material is still set to default (not unlit), So im hoping there’s something I can do. The reason i’m not using the base colour input (which would calculate shadows), is because it looks hideous:
Any help either getting the emissive material to properly display shadows or getting the base color to not have such weird lighting glitches would be appreciated. For reference, here’s the grass plane I’m using in Blender:
I believe the weird lighting on the base color material is due to the mesh’s normals. But Blender doesn’t have any way to rotate vertex normals, and any plugins for that purpose aren’t working (I’ve looked hard). So right now im at an impasse, I want to have nice, evenly lit grass like in the first image, but also want it to properly react to shadows. Once again any help would be appreciated, thanks in advance.