How could I make it do so?
Found some resources on casting shadow, but non on receiving. Only old code that doesn’t work
Hi @trsh ,
It might be worth spending a bit more time with the Editor and Inspector panel, you can do both on the object level if you use built-in render pipeline; see image below. Or do you have some specific reason you need to do it in a shader?

This options have no effect on Unlit shader
Put some Shader together, but doesn’t receive shadows ![]()
Shader "Unlit/Kaka"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Tags{ "LightMode" = "UniversalForward" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
//#pragma fullforwardshadows
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
LIGHTING_COORDS(0, 1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
float atten = LIGHT_ATTENUATION(i);
return col * atten;
}
ENDCG
}
}
Fallback "VertexLit"
}
Oh I didn’t notice it was unlit you were talking about. But you want that material to be able to receive shadow and cast shadow? I thought it was the opposite (no shadow, no shadow casting.)
Yes receive and cast:
My current code. Compiles with universal pipeline, but still object gets no shadows ![]()
Shader "Unlit/Kaka"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Tags{ "LightMode" = "UniversalForward" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdbase// nolightmap nodirlightmap nodynlightmap novertexlight
#include "AutoLight.cginc"
/*struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};*/
struct v2f
{
float2 uv : TEXCOORD0;
//UNITY_FOG_COORDS(1)
SHADOW_COORDS(1)
float4 vertex : SV_POSITION;
fixed3 diff : COLOR0;
fixed3 ambient : COLOR1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
//UNITY_TRANSFER_FOG(o,o.vertex);
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
o.diff = nl * _LightColor0.rgb;
o.ambient = ShadeSH9(half4(worldNormal, 1));
TRANSFER_SHADOW(o)
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
fixed shadow = SHADOW_ATTENUATION(i);
fixed3 lighting = i.diff * shadow + i.ambient;
col.rgb *= lighting;
return col;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
Opening a new thread I got to the problem point