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As of version, Rigs of Rods uses the PSSM (Parallel-split Shadow Maps) shadows technique.

Shadow textures are splited into 3 different texture with different resolutions and size.

The closest one to the camera is the smallest and has the biggest resolution. The second and the thirds are sometimes equal in resolution but not in size.

Shadow details progressively degrade as soon as you get into the 2nd and 3rd split.

How to make your models receive shadows


On the 1st line of the material file, put this line of code:

import * from "managed_mats.material"

If you want to go simple, you can do it this way:

material material_name_here: RoR/Managed_Mats/Base
    set_texture_alias diffuse_tex
Do not forget to add the : RoR/Managed_Mats/Base after the material's name.

Or for more control over the material file, you can do it this way:

material material_name_here: RoR/Managed_Mats/Base
    technique BaseTechnique
        pass BaseRender
            //Ambient, diffuse, emissive stuff here

            texture_unit Diffuse_Map
Notice here that in addition to the : RoR/Managed_Mats/Base, the technique has a defined name BaseTechnique, the pass has a defined name BaseRender, and the texture has a defined name Diffuse_Map.

As soon as you put all these three, you will get working shadows with a detailed material file. You can still add as many techniques/passes as you want but do not use the same names again, you can simply not name them.


For vehicles, you can simply use the managedmaterials section of the truck file, which will give you shadows instantly without any problems.

If you want to use a material file instead, use the same technique as explained above.


Other than the RoR/Managed_Mats/Base inheritance, you can use all these for each type of texture/model used.


You can take a look at Rigs of Rods/resources/managed_materials/managed_mats.material for more understanding of how it all works.

Last update: June 22, 2021