Unity’s 2D renderer is pretty amazing, however I ran into some roadblocks with the tech, so I’ve been rolling my own version.
Just finished some work on shadows which are drawn to a render texture from a custom shader pass. The pass transforms the verts of the original sprite to match foot positions and flips it below the sprite.
I wanted the small elements to receive shadows from larger objects, but not self-shadow, so I have a second channel in the shadow map to hold large shadows only.