Hi there,
My GOAL is to use an unlit material AND have shadows cast. I know that this, by default, is a bit of a contradiction. I do know, however, that it’s certainly possible in some way. I haven’t gotten around to figuring out the rendering behind it (custom shader, maybe rendering?), but that’s not my question.
I have a material. When I set this material to be unlit, it continues to cast a shadow (while remaining unlit) on SOME objects. If I apply the same material to a different object, the shadow disappears.
I guess my question really is “why?” and “can I make this happen on command?” Because I really do like the outcome, it’s (almost) what I actually want from rendering, excluding the fact that unlit materials still won’t receive light.
I suspect that it might be a bug, because most other threads on the subject of unlit material shadow casting have at least one comment along the lines of “unlit materials can’t cast shadows because they’re unlit.” I have an unlit material doing just that, but only on certain meshes.
I guess in the end it’s a moot point since in order to have my “unlit” cel shade materials accept light and cast shadows, I’ll probably need to dip into some HLSL (I know it’s possible because Dead Static Drive does exactly that. They messed with the renderer though I think. Seems like it should be possible in just a custom node with HLSL…?) Still though, since I’m working on a pretty tight time schedule, it would be nice to be able to use unlit materials that can at least cast shadows in the interim.
Any help on this would be super appreciated