Casting shadows

Is there any requirement on the shader/material level in order for an object to cast (not receive) shadows? I ask because I’ve (unintentionally) managed to create a custom shader that receives shadows fine, but doesn’t cast them, on itself or any other object.

Before you ask, yes, “Cast Shadows” is checked on the associated Mesh Renderer.

Technically, some subshader has to have passes of “SHADOWCASTER” and “SHADOWCOLLECTOR” light types.

The easiest way to achieve this is to fallback to VertexLit shader (or some other built-in shader that ultimately falls back to VertexLit).

Thanks, Aras!

For assorted reasons I need the shader to fail entirely if it’s not supported, so falling back to VertexLit isn’t optimal. But, that led me to the following, which does exactly what I need:

	UsePass "VertexLit/SHADOWCOLLECTOR"
	UsePass "VertexLit/SHADOWCASTER"