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shadow clone should be better off now
1 parent 94cdf18 commit 22d6008

1 file changed

Lines changed: 7 additions & 8 deletions

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Basis/Packages/com.basis.framework/Drivers/Common/BasisAvatarDriver.cs

Lines changed: 7 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -352,6 +352,7 @@ public static void LocalRenderMeshSettings(int layer, int skinnedMeshRendererLen
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}
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if (FaceMesh != null)
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{
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FaceMesh.shadowCastingMode = ShadowCastingMode.Off;
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EnsureShadowOnlyClone(FaceMesh, layer);
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}
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}
@@ -402,7 +403,7 @@ private static void EnsureShadowOnlyClone(SkinnedMeshRenderer source, int layer)
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// The whole point:
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LocalShadowClone.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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LocalShadowClone.receiveShadows = false;
405-
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LocalShadowClone.lightProbeUsage = LightProbeUsage.Off;
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if (source.sharedMesh != null)
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{
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LocalShadowClone.sharedMesh = source.sharedMesh;
@@ -420,14 +421,12 @@ private static void EnsureShadowOnlyClone(SkinnedMeshRenderer source, int layer)
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LocalShadowClone.rootBone = source.rootBone;
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}
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LocalShadowClone.updateWhenOffscreen = false;
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LocalShadowClone.forceMatrixRecalculationPerRender = false;
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// Optional: copy key renderer flags that can affect bounds/skin updates
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LocalShadowClone.quality = source.quality;
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LocalShadowClone.skinnedMotionVectors = source.skinnedMotionVectors;
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LocalShadowClone.allowOcclusionWhenDynamic = source.allowOcclusionWhenDynamic;
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// Optional: bounds (helps if your bounds are tiny and shadows pop)
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LocalShadowClone.forceMatrixRecalculationPerRender = false;
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LocalShadowClone.quality = SkinQuality.Bone1;
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LocalShadowClone.allowOcclusionWhenDynamic = true;
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LocalShadowClone.skinnedMotionVectors = false;
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LocalShadowClone.localBounds = source.localBounds;
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LocalShadowClone.forceMeshLod = -1;
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}
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}
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