I made a test scene with a windowframe with glass, glass without a frame and a solid cube. Sun is the main light source with a little bit of HDRI lighting in the world settings. In cycles the tinted glass casts a colored shadow. In Eevee the tinted glas does not cast a colored shadow.

Next, you can see that in the Eevee image the cube casts the same shadow as the left glas plane. In Eevee I cannot set soft shadows for the glass in the light settings or the render because that also blurs the shadow of the windowframe. So I can only do this in the material tab (or nodes) and that does not seem to work; glass shadows are either opaque or completely transparent. I used Princ BSDF and Transp BSDF with a mixed shader.

I have 2 questions:

  1. Is it possible in Eevee to make tinted glass cast a colored shadow just like in cycles?

  2. How do I set the glass shadow soft (but transparent) while keeping the window frame shadow opaque in Eevee?





  • $\begingroup$ For #2 you want an area light. An HDRI background does wonders to realism. $\endgroup$ – John Dvorak Dec 18 '18 at 20:38
  • $\begingroup$ Tried that in different configs with Eevee, but couldn't get transparent soft shadows, The shadows are then either opaque or very diffuse/blurry. Best results I had sofar in Eevee is a combi of sunlight with very low strenght HDR world background (0.05). That is what you see in the Eevee image. There is however no difference between the shadow of the solid cube and the left glass. $\endgroup$ – Taaske Prins Dec 19 '18 at 11:10
  • $\begingroup$ Recommended reading: Cycles vs Eevee, 15 limitations on real time rendering $\endgroup$ – cegaton Jun 2 at 20:40

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