Comments (2)
Implement a pass with tag "LightMode"="ShadowCaster", in that pass render your geometry in grey scale color using z coordinate, and do alpha testing to discard transparent pixels.
This way, when Unity renders depth pass, your material will appear with depth and transparent pixels discarded.
from lightshafts.
Thank you very much CarlLee !
from lightshafts.
Related Issues (20)
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from lightshafts.