As you all know that 3D Rad generates shadows by casting a 3D mesh on other meshes. Now the problem with this method is it's really outdated, slow, works horribly with animated meshes and generates artefacts when using high-resolution models. I wondering if it would be possible to implement a different method called shadow mapping, which works by getting the z depth pass of the camera and using it as a reference to generate a texture. This texture is cast on other meshes to generate shadows. Not only this method solves the above problems but also is used some highly popular engines like Unity and Unreal Engine 4.