MixedShadowSample

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Original Source

https://github.com/Unity-Technologies/ScriptableRenderPipeline
Customized from "LWRP 1.1.8-preview".

Image

Customed RenderPipeline


  • Realtime shadow renders blued. Baked shadow renders blacked.

Non-Customized "LWRP"

Non-Customized "LWRP" renders like this.
The ground is recieved realtime shadow from BG Objcets.


RenderPass Flow

1.Generate ShadowMap renders only Character.

2.Rendering BG Objects with ShadowMap(CharacterOnly)

3.Rebdering Character to ShadowMap.

4.Render Character with ShadowMap.

Why?

  • This makes the rendering shadow cost lower.Because we should only care around the Character.
  • We can make ShadowMapTexture lower resolution because the shadow distance become shorter.
  • BG shadows are baked. So its quality is high.