# Casting Shadows for Virtual Objects using Occlusion Material

**URL:** https://forum.magicleap.cloud/t/casting-shadows-for-virtual-objects-using-occlusion-material/3634
**Category:** Unity Development
**Tags:** shaders
**Created:** [June 12, 2024, 2:42pm UTC](https://forum.magicleap.cloud/t/casting-shadows-for-virtual-objects-using-occlusion-material/3634 "2024-06-12T14:42:22Z")
**Posts on this page:** 1
**Showing post:** 9

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### Author: ![Zul01](https://avatars.discourse-cdn.com/v4/letter/z/4da419/32.png) [@Zul01](https://forum.magicleap.cloud/u/Zul01)
#### Post date: [June 19, 2024, 10:39am UTC](https://forum.magicleap.cloud/t/casting-shadows-for-virtual-objects-using-occlusion-material/3634/9 "2024-06-19T10:39:51Z")

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Hi, I will check out this guide, although I wanted to clarify segmented dimmer is not set for my application.

Also, I came across a similar post where you mentioned you have a URP shader that could possibly resolve the issue (for occlusion and shadows I believe) :

> [@Occlusion shader for built-in render pipeline - video recording issues](https://forum.magicleap.cloud/t/occlusion-shader-for-built-in-render-pipeline-video-recording-issues/2346/5):
>
> Hi @javier I have some bad news for you, Firstly, It appears that Unity's built in renderer does not support catching shadows on transparent objects. The shaders that catch shadows render opaque with a transparent blendmode, but they still use the opaque render pass. This results in Magic Leap 2 capture to render the occluder incorrectly. In summary, rendering shadows on occluder meshes is not possible when using Unity's built in render pipeline. I have reported your use case and this issue t…

Could you please provide me the mentioned shader?

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