Custom shader not casting any shadows

Hey everybody :slight_smile:
I’m new to shaders and i’m trying to make a shader that is totally black and casts a pitch black shadow.

So far i’ve tried this:

Shader "Custom/Testimus" {
    Properties {
        _Color ("Color", Color) = (1.0,1.0,1.0,1.0)
        _Color1 ("Shadow Color", Color) = (1,1,1,1)
    }
    SubShader {
        Pass{
            CGPROGRAM

            //Pragmas
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase
            #pragma fragmentoption ARB_precision_hint_fastest
      
                  

            #include "UnityCG.cginc"
            #include "AutoLight.cginc"

            struct appdata_pos
            {
            float4 vertex : POSITION;
            };

            struct v2f
            {
            float4 pos : SV_POSITION;
            LIGHTING_COORDS (0,1)
            };

            v2f vert (appdata_pos v)
            {
            v2f o;
            o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
            TRANSFER_VERTEX_TO_FRAGMENT(o);
            return o;
            }

            fixed4 _Color1;
            fixed4 frag(v2f i) : COLOR
            {
                return _Color1 * LIGHT_ATTENUATION(i);
            }

            //User defined variable
            uniform float4 _Color;
            //Base input structs
            struct vertexInput{
                float4 vertex : POSITION;
            };
            struct vertexOutput{
                float4 pos : SV_POSITION;
            };
            //Vertex function
            vertexOutput vert(vertexInput v){
                vertexOutput o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                return o;
            }
            //fragment function
            float4 frag(vertexOutput i) : COLOR
            {
                return _Color;
            }


            ENDCG
        }

    }
    Fallback "Diffuse"
    Fallback "VertexLit"
}

Some of this is still a little confusing to me, but i followed some different guides and now i’m here.

The shader color is fine, and as long as 2 boxes don’t have this same shader, then the pitch black shadow works fine, until i got it on both, then it stops casting the shadow :confused:

Any kind of advise is GREATLY appreciated

You have two methods called vert and two called frag. That can’t be the idea. If it breaks when two objects have the same material, then it’s probably related to batching.