seems there is mem leak with this patch ;) after an hour:
Ok, so did a test with custom shader, obviously it doesn’t receive shadows by default, and seems it’s not going to help much, unless someone knows witch imports it should take.
Basically if you would use Material node, it would compile shader from some predefined components, but overriding those not obvious… Walking from Stride side of C# did’t relive any easy to hack solution…
So then i thought “why bother” let’s just simply override all materials on entities to white color, render with shadows, and then we just multiply that as a texture with original scene texture. But since all entities are mutable it also overrides the base render.
Anyways made quite fun util to override all materials in scene on runtime:
VL.Stride.OverrideMaterials.vl (16.1 KB)
If i have more time i will look on to Stride Source, to see maybe there is ways to override DiffuseModel but that would need compiled plug