#disable self shadow?
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In Godot, there is no direct option in the StandardMaterial to disable only the self-shadowing while still allowing the mesh to cast and receive shadows from other objects. However, you can achieve this effect using a Custom Shader.
do I need to use thi light() function in the shader for this?
No, you do not need to use the light() function in your shader to disable self-shadowing while still allowing the mesh to cast and receive shadows from other objects in Godot. Instead, you can achieve this by manipulating the shadowing behavior directly within the shader.
To disable self-shadowing, you would typically modify the shadow bias or use a custom shadow function. You can do this by writing a fragment shader that adjusts how shadows are applied to the object itself, while still allowing the object to cast shadows on other surfaces. The light() function in Godot handles lighting calculations, but it is not specifically required for the purpose of disabling self-shadowing. @rough zephyr