FAQ
beginner faqCloud Shadows FX · Troubleshooting & FAQ
Which render pipelines are supported?
Cloud Shadows FX supports Built-in and URP. HDRP is not supported at this time.
Does it work with HDRP?
No. The effect relies on a screen-space technique specific to Built-in and URP pipelines.
Can I use it with my own custom shaders?
Yes. The asset exposes an HLSL function GetShadowAttenuation() that you can call from any shader. See the Shader Integration page for details.
Do I need to enable Depth Texture in URP?
Yes. Select your URP Renderer Asset and enable Depth Texture. The Cloud Shadows inspector will warn you if this setting is missing.
Can I change settings at runtime?
Yes. Modify properties on the CloudShadowsProfile and call UpdateMaterialProperties(). See the Scripting page for code examples.
Can I paint or erase shadows at runtime?
Yes. Enable the Coverage Mask on the CloudShadows component, then use MaskPaint(), MaskClear() or MaskFillArea(). See the Scripting page.
Is this asset compatible with Unity 6?
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
How can I prevent cloud shadows from affecting areas that are already in shadow, particularly with distant mountains?
Disable the 'Top Down Only' option and use the Normal Bias slider to adjust occlusion. For URP, a shadow occlusion option was added in a subsequent update to better detect and exclude already-shadowed areas from cloud shadow effects.
I have a question not covered here
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