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@pema99
Last active June 1, 2023 18:22
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Shader "Unlit/Shadowed"
{
SubShader
{
Pass
{
Tags { "LightMode"="Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature SHADOWS_SCREEN
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
SHADOW_COORDS(1)
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return SHADOW_ATTENUATION(i);
}
ENDCG
}
// Must be present to receive shadows
Pass
{
Tags {"LightMode" = "ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert (appdata v) {
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag (v2f i) : SV_Target {
return 0;
}
ENDCG
}
}
}
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