@bigasa Unfortunately the used CommandBuffer.DrawMesh
call in the SkeletonRenderTexture
example component does not automatically respect all lights and lighting features, and also provides no explicit way to specify which to include in the processing. If anyone knows a clean solution for this, we would be happy to integrate it in the example component.
As workarounds you could use either an unlit shader first to render to the render texture, and then at the RenderQuad use a lit shader which receives shadows.
Alternatively, instead of using the SkeletonRenderTexture
example component, you could manually setup a Camera to render to a RenderTexture instead of letting the SkeletonRenderTexture
component do the rendering.
Sorry to say that there is no perfect solution available at the moment.