Screen-space shadows in a sample scene.
You can add a Screen Space Shadows Renderer Feature to a Universal Render Pipeline (URP) renderer. This makes URP use a single render texture to calculate and draw shadows from the main Directional Light, instead of multiple shadow cascade textures.
The Screen Space Shadows Renderer Feature doesn’t affect how shadows look.
If your project uses the Forward Renderer, screen-space shadows might make rendering faster, because the Universal Render Pipeline (URP) doesn’t need to access multiple shadow cascade textures.
Screen-space shadows have the following limitations:
The screen-space shadows texture for the previous image.
To add screen-space shadows to your project, add the Screen Space Shadows Renderer Feature. Refer to Add a renderer feature.
URP doesn’t calculate or draw screen-space shadows for transparent objects. URP uses shadow maps for transparent objects instead.
Use the Frame Debugger to view the render passes that draw shadows. Check the following render passes:
Check the DrawOpaqueObjects render pass to check which shadow texture URP uses to draw shadows on each object.
*The Frame Debugger with screen-space shadows enabled. The objects in the DrawOpaqueObjects render pass use _ScreenSpaceShadowmapTexture.*
*The Frame Debugger with screen-space shadows disabled. The objects in the DrawOpaqueObjects render pass use TempBuffer 398 2048x1024 and TempBuffer 399 2048x2048, which are shadow map textures from the MainLightShadow render pass.*