It's probably not impossible to do already. Certainly, in my hacking I
have accidentally made compiz apply shadow to the unity panel and
launcher already. But it was a little buggy, and the compiz changes you
suggest sound like the clean way to do it...

I recommend any new decoration/shadow logic should maintain and use
virtual Z (depth) values for each window. Then draw the shadows and
windows SEPARATELY in appropriate Z order. That would solve and
simplify, potentially, all the overlapping shadow issues and support
arbitrary window shapes and opacities.

for each unique z value (descending):
    draw all the shadows of windows at depth z
    draw all the windows and non-shadow decorations of windows at depth z
end for

So you can see, if two windows are the same depth (like two menus, or
like a top-level window and a dock), then the shadow of one will never
overdraw the content of the other.

Shouldn't this discussion be continued in a new bug or blueprint?

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https://bugs.launchpad.net/bugs/747682

Title:
  unity panel shadow opacity does not match panel opacity

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