ShadowSpace — World-Space Shadow Culling for URP
A professional shadow-optimization solution for Unity URP that confines real-time shadows to precise world-space volumes.
Drop a manager into your scene, define the box, and ShadowSpace filters all casters outside it before the main light shadow pass—no shader changes or pipeline hacks.
Use Cases
Open worlds and large environments with local “hero” areas
Indoor scenes, corridors, and arenas where only nearby props need shadows
Performance-sensitive mobile/VR projects needing tight shadow budgets
Any URP project with too many shadow casters hurting FPS
Core Features
Shadow Volume Manager: ShadowSpaceManager tracks renderers by Layer, position, and bounds, classifying them as inside/outside a 3D box.
Renderer Feature Integration: ShadowSpacePassFeature hooks URP’s context rendering and temporarily disables shadow casting for outside renderers, restoring them after the pass.
Zero Shader Changes: Works with existing URP materials and lights; no custom ShadowCaster shaders required.
Visual Debugging: Scene gizmos show the volume plus colored wireframes for inside (green) and outside (red) objects; inspector lists both sets for quick inspection.
Smart Refresh: Auto-refresh on transform changes or at a configurable interval, plus a Rebuild Now button for instant manual sync.
Website: https://kop098.github.io/igdmaster/
Discord: igdmaster
Technical Support: https://discord.gg/dzJzhaCeUg