Hello everyone.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
Options
Transparent floor that receives shadows in Unity
Hi,
I would like my 3D objects to cast their shadows not only on other 3D objects but on the real life floor, walls, (represented by planes)
For this I would need a material that is transparent and that can receive shadows at the same time.
Is it possible?.
1
Comments
Hi Javier,
I've been thinking about this also and, yes, it's possible to get real-time shadows like this, but it's probably not worth the performance costs for most applications.
I'm working on a set of shaders to make this as performant as possible and will share the code when it's ready to be consumed and has been tested on an actual device. In the mean-time, here's a screenshot of what I've been able to accomplish so far in the emulator.
Some things for you to consider in evaluating real-time shadows such as this
Can you tell me more about what you want your scene to look like and how the user will "use" the shadow?
More info to come.
-Matt
Circling back on shadows. I did a blog post on the shaders and am in the process of getting them up on the Asset Store. You can read more about it here.
Hi @DeckTwelve is there any update on this? Did you manage to create an asset?
Thanks!