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In the Unity docs under shader references. Shadow mapping macros Declaring and sampling shadow maps can be very different depending on the platform, so Unity has several macros to help with that: UNITY_DECLARE_SHADOWMAP(tex) - declares a shadowmap texture variable with name “tex”. UNITY_SAMPLE_SHADOW(tex,uv) - samples shadowmap texture “tex” at given ...


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I really doubt that the depth Buffer is inaccurate, the issue is much more likely the the boxes are further than the far pane or your shader is calculating something incorrectly. Anyways XNA has built in functionality for generating a Depth Texture. RenderTarget2D shadowRenderTarget; shadowRenderTarget = new RenderTarget2D(GraphicsDevice, ...



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