| Render Tree Usage
Category: Illumination
Shader Family: Surface Material
Output: Color
Used to extract a shadow projected from an object onto another object. Especially useful when creating a shadow pass for compositing.
The alpha value is set according to the amount of illumination shed on the surface of the object. Areas completely in shadow
receive a value of 1.0; areas with no shadow receive a value of 0.0.
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The shader's name. Enter any name you like, or leave the default.
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Minimum threshold for shadowing. Values below the minimum setting are pushed to 0.
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Maximum threshold for shadowing. Values above the maximum setting are pushed to 1.
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By default, only the alpha values are considered. Applies the Min and Max parameters to the object's RGB values as well.
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By default, the shadow shader is not evaluated of areas of the object's surface that do not face the light. These ambient
areas of the surface are always in the shadow, rather than having shadows cast directly on them.
When this option is enabled, the shadow shader is evaluated for these areas and their shadowed regions are added to the shader's
output.
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Render Tree Usage
This shader is simply connected to the Surface input of the Material node to create a shadow pass.