Does the following documentation apply to the game engine? I’m trying to figure out how to achieve this sort of ‘stained glass’ effect where the shadows reflect the material color when their alpha is lowered, but I must be missing something. The shadows of my transparent cubes (or should I only use planes?) remain black…
Thanks for the reply, but my scene has a moving light source with animated changes in intensity and color, so faking the shadows in that way won’t work.
I have “receive transparent shadows” checked on which is what makes the colored shadows work in blender render, but that doesn’t work in the BGE.
Transparent shadows are not supported by the game engine, unfortunately. You’ll notice that even in professional games transparent shadows are generally either baked before runtime, or projected as a texture from the light source, rather than dynamically generated- making transparent shadows is prohibitively resource intensive as real-time shadows are typically made with a depth buffer texture, which can’t contain multiple different sets of shadow data for each pixel.
Thanks for the info, Captain. So it seems like the best way to fake it would be to make a textured lamp and somehow have it track to my sun and moon light sources, except pointing in the opposite direction. That could work…