Code: Select all
diff --git a/Assets/Scripts/Internal/DaggerfallBillboardBatch.cs b/Assets/Scripts/Internal/DaggerfallBillboardBatch.cs
index 13618f68..8239edc1 100644
--- a/Assets/Scripts/Internal/DaggerfallBillboardBatch.cs
+++ b/Assets/Scripts/Internal/DaggerfallBillboardBatch.cs
@@ -55,7 +55,7 @@ namespace DaggerfallWorkshop
[Range(0, 30)]
public float FramesPerSecond = 0;
public bool RandomStartFrame = true;
- public ShadowCastingMode ShadowCasting = ShadowCastingMode.On;
+ public ShadowCastingMode ShadowCasting = ShadowCastingMode.TwoSided;
[Range(1, 127)]
public int RandomWidth = 16;
[Range(1, 127)]
After messing with the code for a while, I realized that some mask was probably starting to be backlit...
Remembering that textures are usually only visible from one side, I asked the Internet, "unity do textures cast shadows from both sides?", andStackExchange replied...
I created a PR