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How to cast shadow from a LineRenderer on the real object in HoloLens?

Hello everyone, I have a LineRenderer which is rendered using the material showed below. I used Legacy Shaders/Diffuse for shadow purpose.
The line is rendered in space. The shadow-related options have been turned on by:lineRenderer_out.receiveShadows = true; lineRenderer_out.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
Shadow-related options in Edit->Project Settings have been turned on as well. However, when I run the program in HoloLens, still no shadow appeared. My spatial mapping settings are:
Could anyone please tell me where I went wrong? Thank you very much for your kind help!
Best Answer
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thebanjomatic ✭✭✭
Shadows are the absence of light, in order for the shadow to be visible on the real world objects, you would have to provide lighting to the spatial mesh in order to take the light away from the shadow.
This blog post goes into some depth about the issue and provides a solution for more static content: https://www.andreasjakl.com/how-to-add-negative-shadows-to-a-hololens-scene/
The other approach is to use a custom shader on the spatial mesh that uses a different color for the shadow map as is done here:
https://forum.unity3d.com/threads/shadow-catcher-or-matte-shadow-shader.414418/#post-27033736
Answers
This could help:
http://answers.unity3d.com/questions/16647/lighting-and-shadows-for-linerenderer.html
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Hello, thank you for the help. I checked this post before, but his situation is different than mine, because I am trying to cast shadow on real objects in the world. His scenario is simply casting on another Unity object.
Shadows are the absence of light, in order for the shadow to be visible on the real world objects, you would have to provide lighting to the spatial mesh in order to take the light away from the shadow.
This blog post goes into some depth about the issue and provides a solution for more static content: https://www.andreasjakl.com/how-to-add-negative-shadows-to-a-hololens-scene/
The other approach is to use a custom shader on the spatial mesh that uses a different color for the shadow map as is done here:
https://forum.unity3d.com/threads/shadow-catcher-or-matte-shadow-shader.414418/#post-2703373