I have an idea of a shader that makes shadows on everything that has it attached.It works on the vertex level so I thought that making a c_trace in the material event function that looks like this (this is for explenation)
a= world transformed pos of vertex;
b = sun position
c_trace(a,b,....);
And if value of a could somehow be sent from material to the material's event it should work this way;
If you have some other ides post them here
c_trace(a,b,....);
if(you== sun_entity){//sun entity is the model placed enywhere
c=1; // c=number between 0 and 1;
}else {
c=0;
}than the c value should be sent back to the shader(I dont know how)
and the color "mul"-ed with c;
this should darken the vertexes that are not seen by the sun_entity;
this i think is a faster metod of making shadows on the surfaces tht don't need a detiled shadows; I ask you to help me get it right and working;I'll be very thakfull;