Hi everyone, The title seems a bit vague but I couldn't find a way to sum up my questioning. I've made some tests and I found out that that every lights and associated shadows data are very different depending of their types (point, directional, etc.). Just to set-up my configuration, I am talking in forward rending mode (which I think doesn't influence shadow calculation) and linear color space. I found how to access the shadow map of, I think, every light type by using the defines such as SHADOW_ATTENUATION(a) or directly the _ShadowMapTexture, everything is located in the built-in shaders. (By the way, shadows of spot and point lights are really not smooth any idea why ? But this is off-topic) But I am wondering how could I access the depth of those lighting type. I found a way to access it for the spot light this way : _ShadowCoord.z which gives the depth scaled with _ShadowCoord.w, which could be considered to the far plane, but am I right ? How could I do the same for the other light types such as directional or point lights ? For the moment I am stuck with directional lights, any clues ? Because if I try to access the depth for a directional light by using _ShadowCoord.z it seems that it's more related to the depth view and not the light. Here I am, totally stuck with this directional lights. So, I am calling for the lighting, shadows and shaders super Heroes if they could help me.