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Blob Shadows

Vladislav Kantaev edited this page Nov 10, 2023 · 7 revisions

Blob shadows are very performant circular shadows, which are projected on the XZ plane.

Because of their perspective, a high-quality picture can be achieved with a very low resolution shadow map.

📝 Note: Blob Shadows support shadow ramp and pattern specified in the Toon RP pipeline asset.

Blob Shadows

Setup

1. Enabling Blob Shadows

In the pipeline asset's Shadows section, find Mode and set it to Blobs.

2. Preparing Receivers

For shadow receivers' materials:

  • Ensure they use Toon RP/Default, Toon RP/Default (Lite), or a Default type graph shaders.
  • Enable Receive Blob Shadows.

⚠️ Warning: an object should not cast and receive blob shadows at the same time as this causes full self-shadowing.

3. Preparing Casters

Add Blob Shadow Renderer components to all shadow casting geometries and configure their radii.

4. Tweak Parameters

  • Set the desired shape of the renderer (Shadow Type).
  • Tweak Threshold, Smoothness, Mode, and Saturation to achieve the desired look.

Modes

Blob shadow modes define how blobs should blend with one another on intersection.

Default

Default Mode

Meta Balls

Shadows "merge" when getting close.

Meta Balls Mode

Shadow Type

Blob shadows can be of various shapes:

  • Circle
  • Square
  • Baked
    • To bake a shadow of a model, go to the Project window, right click and select Create/Toon RP/Baked Blob Shadow.
    • Specify a model (or a prefab) to bake, configure parameters, and click Apply.
    • The resulting asset can be used as a texture in the Blob Shadow Renderer/Baked Shadow Texture.