I have a large landscape mesh, onto which I want to place smaller meshes, each with their own shader and each having a soft border controlled by an opacity bitmap. All well and good: I set Render Type and Queue to transparent, and I get the nice soft blended borders I want. But shadows are then not received by these smaller meshes.
I read that Unity's transparent type or queue (not sure) does not receive shadows. The only way I can get this to nearly work is to set my ASE shader to a render type of transparent cutout, and the queue to geometry. Then I can control the borders using the mask clip value, and still receive shadows.
But is there any way to achieve those nice soft borders via my opacity masks, AND receive shadows on those smaller meshes?
Thanks.