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I have custom low poly model ,the thing is it is not receiving shadows.

Unity's default plane do receive the shadow but not my low poly plane.

Here is image that demonstrate more, enter image description here

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  • \$\begingroup\$ Recommend you check which shader is applied to your plane. Certain shaders optimize by skipping lights and shadows. \$\endgroup\$
    – rutter
    Jul 15 '15 at 18:25
  • \$\begingroup\$ Hi thanks, both model have same shaders i.e., Standard \$\endgroup\$
    – idurvesh
    Jul 16 '15 at 3:24
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Few things you might want to check:

  1. Your custom plane has a mesh renderer with "Receive shadows" checked.
  2. Your second cube has "cast shadows" checked
  3. Your light's culling mask.
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    \$\begingroup\$ thanks for replay, problem just got solved by setting Norlamls to "Calculate" in Model's inspector view \$\endgroup\$
    – idurvesh
    Jul 16 '15 at 10:57
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    \$\begingroup\$ you should post that as an answer and accept it, for the benefit of future people with this problem \$\endgroup\$
    – jhocking
    Sep 14 '15 at 21:49
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From description and image the first thing I'd check are normals. First check if normals are imported by selecting your model file (Model panel). If so, in the Normals section try to change from Import to Calculate. Alternatively, check in your 3D editing software if the normals are properly distributed; if not, fix and reimport. It could also be a geometry problem; make sure you don't have overlapping faces or misplaced vertices. (What happens if you import a sphere from the same software and with the same format?)

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There is another possiblity.

One use a custom shader with no ShadowCaster pass, while doesn't have a fallback to "Diffuse" or other Unity built in shaders which have the ShadowCaster pass.

Or someone don't like the fallback and comment it out, no aware of the shadow issue.

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