Shadows not following vertex offset
Posted: Fri Nov 09, 2018 3:40 am
Hello,
I'm having some weird issues when trying to do vertex offset to move objects. Each objects individual shadows does not follow the object. I've tried two different methods and had a different issue with both.
Method 1:
I found a sample of how to do rotation about an axis and plugged that in. However, when I set the render type or render queue to anything other than opaque/geometry, the shadows no longer follow.
Sample Rotate with Opaque/Geometry
https://imgur.com/a/ImBwlfv
Sample Rotate with Transparent/Geometry
https://imgur.com/a/Jfo9Glk
Method 2:
I played around until I could achieve a rotate through another method:
Custom Rotation with Opaque/Geometry and (World Postion - Object Position)
https://imgur.com/a/Gm3X3mb
https://imgur.com/a/BAw9p7L
Custom Rotation with Opaque/Geometry and only World Position
https://imgur.com/a/oV77M6d
https://imgur.com/a/Txowrzf
It's clear that the shadows are having issues with the (world position - object position) logic but not sure exactly why or how.
Any ideas on how to fix this or a work-around?
I'm having some weird issues when trying to do vertex offset to move objects. Each objects individual shadows does not follow the object. I've tried two different methods and had a different issue with both.
Method 1:
I found a sample of how to do rotation about an axis and plugged that in. However, when I set the render type or render queue to anything other than opaque/geometry, the shadows no longer follow.
Sample Rotate with Opaque/Geometry
https://imgur.com/a/ImBwlfv
Sample Rotate with Transparent/Geometry
https://imgur.com/a/Jfo9Glk
Method 2:
I played around until I could achieve a rotate through another method:
Custom Rotation with Opaque/Geometry and (World Postion - Object Position)
https://imgur.com/a/Gm3X3mb
https://imgur.com/a/BAw9p7L
Custom Rotation with Opaque/Geometry and only World Position
https://imgur.com/a/oV77M6d
https://imgur.com/a/Txowrzf
It's clear that the shadows are having issues with the (world position - object position) logic but not sure exactly why or how.
Any ideas on how to fix this or a work-around?