I recommend to use a shader that doesn't accept light. Because: the "unticked omni and spot" doesn't work always as it should. It can cause flickering at night. If you have driven at the Nordshleife v2.01 at night you'll notice the track-lines on the GP-layout flicker. They are forgotten to be tagged with omni and spots. But if a T1 doesn't cause issue, you can go with that. I guess it's same like you do with AO undertray for renders. But the difficult part is make it look good while the car is in motion. Distance to the track surface needs to be minimal. I work with gJED: Alpha sorting doesn't work or isn't implemented yet. So it's at "0" for me. Changing this doesn't stick. But this undertray shadow decal is a decal on the track surface. So i would use the 1-4 track range. What WiZPER did made sense. Sorting at 2 = Just above tracklines. Anyway, You don't want to render the undertray shadow decal infront of the car window. To all: I didn't expect the interesse in this. So I appreciate the intressed to make this work. But keep in mind, you'll end up making a compromise between what you are used too during day time and at night when there used be nothing.
done undertray plane need to be lowered , some view in different angle show the shadow dissapear but the way work fine
If u use a track sorting value, soon or later, u will get a sorting issue in those tracks using more than 2 pass. For example, if I want road edges or crackle to be rendered after stripes, and after a second transition, like a grid, you will get those decals rendered on top of the undershadow. In general, since is a car mesh, should not use any track sorting priority number. I know is a hack, but should not create false positives in track developing.
I guess a higher sorting value makes sense, you just don't want it to take priority over rim blur etc.
In rF1 we had undercar shadows in the night visible without any sort of hacks as in image below. Can someone shed light on why it doesn't work in rF2 without editing the mods? From my understanding the dynamic shadows never work with omnis, but both rF1 and rF2 have a static undercar shadow defined for almost each mod. For the first mentioned it works, for the other it doesn't.
I belive it's related to the introduction of HDR. The emissive setting of materials also behave very differently in rf2 at night - other shaders and techniques are requied now.
Okay, this hack is not working, especially a problem on high downforce cars, as it follows the car body and get pushed into the ground at high speed... S397 is looking into a proper fix.