Hi,
Is it possible to have the alpha map of my glass material casting shadows? I don't want to mask the area completely like you can using the alpha test. I want the shadow to take into account the opacity of the alpha map.
Any ideas? This seems to have been asked a few times and as far as i remember its possible in UDK.
Thanks!
Replies
Although, that's not to say it's impossible to have such shadows in real time (there was support for particle shadows a while ago, but as far as I can tell it doesn't seem to work in the latest sandbox... but it is possible.)