Shadow Pass Switch
Utilize the Shadow Pass Switch material function to substitute the materials casted shadow with a proxy.

Utilize the Shadow Pass Switch material function to substitute the materials casted shadow with a proxy.

Utilize the Shadow Pass Switch material function to substitute the materials casted shadow with a proxy.
This node is valuable for adjusting stylized shadows, fixing up shadows on masked meshes, optimizing complex shadows, and more.
The Shadow Pass Switch node is a material function that splits the shadow map rendering pass from the rest of the materials rendering passes. This allows you to modify how the shadow behaves for the meshes the material is applied to.
| Pin | Description |
|---|---|
| Default | Will be used when rendering into non-ShadowMap passes. |
| Shadow | Will be used when rendering into ShadowMap. |
| Output | The result, which should ultimately lead to the materials Opacity Mask input. |
Here are a few example use cases that should prove helpful --
The Shadow Pass Switch node can be used to fix shadow irregularities that occur when masking away meshes. A very common use case is making sure that trees, walls, ceilings, etc. continue to cast their full shadow when being masked away to review players.

The Shadow Pass Switch node can be used to completely change the resulting shadow. This is quite useful for puzzle mechanics, stylization, etc.

The Shadow Pass Switch can be used in unique ways to adjust the location, shape, etc. of the applied shadow.

The Shadow Pass Node can be used to substitute the shadow of a complex mesh with a simpler shadow, easing the resources needed to cast the shadow.