Hi, I have a question about Lighting. (Translated from Japanese by DeepL. The grammar may be wrong.)
I would like to apply lighting to a billboard. I'm trying to make the lighting look natural, not just lit.
An example of the ideal lighting I'm aiming for is Paper Mario 64.
This billboard only gets brighter in one area where the lights are, while the rest of the billboard remains dark. This means that we need a shader that uses lights.
However, the shadow on the feet is not the shadow of the billboard, but the shadow of the circle.
In realizing this, we faced two problems.
When I set the mesh for the cast shadow to shadows only at the same location as the billboard, the billboard also receives the shadow.
So if I turn off the lighting on the billboard, I can't handle the light information in the shader and can't do my own lighting.
In other words, what I want to do is
I want to make it so that only certain shadows are not affected, like the physics layer.
I want to use a fragment shader or vertex shader with "render_mode unshaded;" to get the light information.
Or if there is another solution.