Heres a fun idea:
Geometry with a texture with alpha with alpha blending / transparency has a light hitting it, and casts a shadow of the projected shape of the alpha, not its say, underlying geo (quad) etc
This requires re-working some of Satin 2.0's current changes - ie binding textures and fragment buffers during shadow passes (we optimized that out, perhaps preemptively) as well as ensuring the material passes support this.
Heres a fun idea:
Geometry with a texture with alpha with alpha blending / transparency has a light hitting it, and casts a shadow of the projected shape of the alpha, not its say, underlying geo (quad) etc
This requires re-working some of Satin 2.0's current changes - ie binding textures and fragment buffers during shadow passes (we optimized that out, perhaps preemptively) as well as ensuring the material passes support this.