I’m trying to recreate the lighting seen in 3D platformers, where the world casts a shadow with a light source at a different angle than the one on the characters and certain objects (Often straight down for the player character, in order to create clean visual information for where the player is falling.
I tried using lighting channels, but the results aren’t to my liking, as the channel controls both shadows cast by and on the object.
What’s a solution that gives me a true dynamic shadow that isn’t a simple texture black decal beneath the actor?
There are a few rendering solutions for this, have you considered using a decal? Depending on how correct the shadow needs to be, a decal could do the trick.
I have thought of using a render of the character as a decal, with the player model casting self shadows for some added quality, but I cannot set up the decal to ignore the player actor, causing some ugly dark areas around the feet.