Game Development Reference
In-Depth Information
Figure 4-45. The three plants and their baked shadows
4.
Set the TomatoPlant's Scale in Lightmap to 0 as well and rebake.
If you are using Pro, it's time for some decisions. With Deferred Lighting, objects within the Shadow
Distance will have dynamic shadows. Anything outside of the distance uses the baked shadows.
The problem is that Transparent shaders do not cast dynamic shadows.
1.
If you have Pro, switch to Deferred Lighting for a moment with Edit,
Project Settings, Player, Other Settings, and select Deferred Lighting for
Rendering Path.
2.
In the Lightmapping Display in the Scene view, turn the Shadow Distance
back up to 20 or so until you can see dynamic shadows from the other
objects.
The Tomato shadow disappears. If you remember, it is using the Transparent shader. So you have
two options. You can change the TomatoPlant's shader to the Nature/Soft Occlusion Leaves shader,
or you can use the Forward Rendering Path and give up dynamic shadows. For this very small
garden area, the dual lightmaps and transition between dynamic and baked shadows are hardly
worthwhile. Because you will have a large population of transient objects, you will do away with
baked shadows altogether and rely on dynamic shadows.
3.
Return Rendering Path to Forward if you are using Pro.
4.
In the Lightmapper, clear the lightmaps to get back to dynamic shadows.
5.
Change the TomatoPlant's shader to Nature/Tree Soft Occlusion Leaves.
 
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