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https://github.com/Unity-Technologies/ScriptableRenderPipeline
Customized from "LWRP 1.1.8-preview".
- Realtime shadow renders blued. Baked shadow renders blacked.
Non-Customized "LWRP" renders like this.
The ground is recieved realtime shadow from BG Objcets.
1.Generate ShadowMap renders only Character.
2.Rendering BG Objects with ShadowMap(CharacterOnly)
3.Rebdering Character to ShadowMap.
4.Render Character with ShadowMap.
- 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.