Drop one component on any sprite and get a shadow that tracks every animation frame. No Light2D, no Shadow Caster 2D, no polygon editing. Created for URP.Unity's Shadow Caster 2D needs a Light 2D and a polygon you draw by hand — a polygon that doesn't change when your sprite animates.just a 2d shadow skips all of it. Add one component to any Sprite Renderer and it re-reads your sprite every frame, drawing it sheared and squashed in the vertex shader. Thesilhouette is always the current animation frame, through walk cycles, sprite swaps andflipping. Nothing to author, and nothing to redo when the animation changes.No Light 2D, no Shadow Caster 2D, no renderer feature, no changes to your renderer asset.THREE MODESProjected — a sheared, squashed copy of the sprite.Blob — a procedural ellipse, no texture read.Soft Drop — projected plus a blur, entirely in the fragment shader.CROSSING SHADOWS DON'T DOUBLE-DARKENNo dark patch where two shadows overlap. Three ways to handle it are built in, includingan exact stencil method.FOR REAL SCENESShadows stay on the ground when characters jump, shrinking and fading along curves youcontrol. Pixel art gets world-space snapping that survives a Pixel Perfect Camera andwhole-pixel shear. One optional Director sweeps the sun across every shadow at once.REQUIRESUniversal Render Pipeline, Unity 6000.0 LTS or newer. Works on both the URP 2D Rendererand URP Forward. Not compatible with Built-in RP or HDRP.• One component, one shader, zero scene setup — no renderer feature, no render textures• Silhouette re-read from the Sprite Renderer every LateUpdate — no frame lag• Three modes: Projected (vertex shear + squash), Blob (procedural ellipse), Soft Drop(5 / 9 / 13-tap alpha blur)• Overlap handling so crossing shadows never double-darken: Stencil, Simple, Darken Only• Ground anchoring with scale and fade AnimationCurves; ground from a fixed Y, a Transformor a 2D raycast• Pixel art: world-space pixel snap, whole-pixel shear quantisation, crisp at zero softness• Sorting: relative to caster, explicit layer and order, or one project-wide shadow layer• Optional Director for scene-wide light angle, length, tint and opacity• Mirrors flip, colour alpha, sorting layer, mask interaction and draw mode automatically• Update modes: Every Frame, On Sprite Change, Manual• No per-frame allocations; shared materials with per-object MaterialPropertyBlocksCode refactoring and writing documentation.

