3d Text Shader receives shadow only on editor

I’ve made after some work this shader that receives shadows (for 3d text).
In the editor it works well but when I build and run the stand-alone player it doesn’t do the cut-alpha thing anymore and the text becomes a square of same color.
I’m using the player for the Windows PC version and I can’t figure out what’s wrong.

Does anyone know what could be causing this?

On Editor:
87958-on-editor.jpg

On Player:
87959-on-player.jpg

This is my shader (it’s a modified version from Unity 3d manual):

Edit: Please ignore that there are two lighting functions, they are there because of the tests I was running before reaching this result.

Shader "Example/3D Font Shader" {
	Properties{
		//_MainTex("Main Texture", 2D) = "white" {}
	    _FontTex("Font Texture", 2D) = "white" {}
		//_Color("Text Color", Color) = (1,1,1,1)
	}
	SubShader
	{
		CGPROGRAM
		//sampler2D _MainTex;
		sampler2D _FontTex;
		half4 _Color;
		#pragma surface surf SimpleLambert alphatest:_Cutoff		

		half4 LightingWrapLambert(SurfaceOutput s, half3 lightDir, half atten) {
			half NdotL = dot(s.Normal, lightDir);
			half diff = NdotL * 0.5 + 0.5;
			half4 c;
			c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten);
			c.a = s.Alpha;
			return c;
		}

		half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten) {
			half NdotL = dot(s.Normal, lightDir);
			half4 c;
			c.rgb = s.Albedo * _LightColor0.rgb * ((NdotL + 1) * atten);
			c.a = s.Alpha;
			return c;
		}

		struct Input
		{
			//float2 uv_MainTex;
			float2 uv_FontTex;
			half4 color : Color;
		};
		void surf(Input IN, inout SurfaceOutput o) {
			half alpha = tex2D(_FontTex, IN.uv_FontTex).a;
			o.Alpha = alpha;
			//o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;			
			o.Albedo = IN.color.rgb;
		}
		ENDCG		
	}
	Fallback "Transparent/Cutout/Diffuse"
}

– UPDATE –
After I found a solution I posted below for reference. Apparently this is very difficult to achieve so I hope it helps more people who wants 3d Text receiving shadows in unity.
So glad I found this, the power of rubber duck debugging!
:smiley:

IT WORKS!!!

I can’t believe it was only this, one line missing. Maybe the player has a different setup for default values, I just had to add this to the properties section:

 _Cutoff("Shadow Alpha cutoff", Range(0.25,0.9)) = 1.0

Now everyone who needs 3d text which receive shadows can use this shader, very cool!

So the Properties section becomes:

Properties {
         //_MainTex("Main Texture", 2D) = "white" {}
         _FontTex("Font Texture", 2D) = "white" {}
         //_Color("Text Color", Color) = (1,1,1,1)
          _Cutoff("Shadow Alpha cutoff", Range(0.25,0.9)) = 1.0
}

One improvement could be having this shadow / light effect get affected by Global Illumination but that’s for another day.

This is the final result on the Windows PC Player: