I’m currently tinkering with lighting on the Spine-Unity platform example, and I’ve noticed that while the Hero casts shadows, shadows don’t cast on him. No matter what objects are between the light and him, he remains almost luminously visible, and the pix lit/ vertex lit shaders only make him totally dark.
While researching this issue, I’ve come across very different solutions that may or may not work without much rhyme or reason. URP and building custom shaders seems like a bag of worms I don’t want to get into unless I have to.
I’ve also seen discussion about normal maps. I’ve never really had a reason to mess with normal maps before, and am not sure if this is the solution I’m looking for. I’m hoping not to have to spend weeks or months chasing down wild geese just to make the sprites look right in a 3D environment. Is normal mapping the solution to my issue? If not, does anyone know what is?