Custom SRP: Point and Spot Shadows
Point and spot lights should get realtime shadows too! Now they do.
Unfortunately I haven't yet figured out how to stop Unity from switching the cull mode for point light shadows. It becomes a non-issue when universally rendering two-sided shadows, but it's not ideal.
Comments (3)
Thank you for the tutorial! :D I struggled with flipped pointlight shadowmap in 2018 srp. Eventually I used the approach of that version's HDRP generating all matrices manually. And for someone who need fov bias for spotlight here is a solution of mine ;) https://drive.google.com/file/d/1QcwHRPdEsVGrA11IrP_n5rFSCLy2pZh3/view (Instead of using guard angle I used pixel to save Atan's cost)
It's not only faster, adjusting for shadow map pixels makes more sense than a "guard angle" anyway.
I've figured out how to get around the flipped cull mode of point light shadows. The tutorial has been updated.
