Recently, I made a shadow catcher in Eevee.
An advantage Blender Internal had, and that a particular modified Blender build has with Cycles, was Light Groups. A light group allowed you to cause a light to only affect certain objects. It was convenient for NPR purposes. The other useful, and sorely missed feature Internal had, was the ability to define, in the material, whether it took shadows or not. That’s incredibly useful, because it means you can use it to isolate shadows, not just regular shading, and define which areas you want to take shadows or not.
For example, anime character’s eye and brow, if shaded normally, would likely have a strong and ugly shadow cast by polygon hair, which doesn’t look good. You could, if you could isolate it that way, mask it out. That’s not possible by default in Eevee or Cycles.
But, using Eevee, I’ve found a way. I wanted to be able to isolate the shading from any given light. Especially since it was one of the techniques used in Guilty Gear Xrd to achieve such convincing false 2d.
They used a light on each individual character to give them specific control, rather than scene only lighting. I’d like to explore scene-based shading, lights in the world, etc, but it’s good to have this as an option. That made me consider isolating lighting results again. I did some research, and came across this Polycount thread.
I already knew shading could be faked by using the dot product of a direction and the surface normal, but that can’t capture shadows. I’d thought beforehand, I could use the RGB node to get the difference between fake shading and real shading if I could just make them match; what I lacked was the ability to work out what direction the light is coming from in order to do that, and that’s what that thread taught me.

By using this technique, I was able to get the light direction. Then, by simply using a Shader to RGB node with a diffuse shader and subtracting the false shading from it, I was able to isolate the shadows.

With this, I can catch shadows and then use whatever technique I’d like to mask them out.
The advantages of this techniques are:
- Able to identify shadows.
- By using multiple lights, you can identify specific shadow types, like using two to distinguish contact shadows and shadows.
- Can use multiple to distinguish hard and soft lights, then mix between them to preference.
The disadvantages:
- It’s dependent on drivers. You have to manually select the light, and set up drivers for its location.
- If the light is hidden, I’ve discovered the driver will break, meaning you have to reassign the object.
- If you move it into a different scene and don’t bring the light, you’ll have to replace it and redo the drivers again.
- It’s inconvenient to have to use multiple lights to get multiple types of shadow.
- Using multiple lights makes the whole scene brighter. Objects not using the shadow catcher can’t account for this, and may be undesirably bright.
- It’s inconvenient if the lights have to be changed significantly, like the number.
- I believe it only works correctly with directional lights.
Having to set it up in such a time consuming way is the big problem for me. It’s not as if there’s just one box to select it in. It’s inconvenient, and especially when it breaks just from the light being hidden. That might be fine if we use the Guilty Gear Xrd method and only use a specific light or set of lights for it, but if we want to change things a lot, it’ll be a pain.
So, I’ve been doing some more experimenting, trying to recover that information somehow using the Texture Coordinates node, which can select the object. If I can, it will be much easier and quicker to modify. I’ve only had mixed results so far, and not worth showing yet. Still, I’ve learned from this, so it’s not wasted. I’m hoping to get a convenient way working of shadow catching this way. The ability to modify how it’s shaded and shadowed, in real time, not compositing, would be extremely useful.



