rendering cast shadows on (or over) objects that use surface shader material (or other self-illumination attribute, like incandescence): how can I do this in one pass? (without compositing)
I tried a Use background shader but it only works on image planes.
I achieved some interresting results using the surface luminance node, or driving the lightShadow fraction attribute of my lights (either using a stand-in object just above my self-iluminated surface to render the shadow, or blending the self-iluminated object's color with these shadow data) , but it is not very handy. I would prefer a "Use background shader" kind of solution, but I would have to render my self-illuminated surface separately first, to use it as an image plane after.
Any tip?