Hey
So I want to create my own shadow caster pass, I’m using the code from unity’s documentation,
but the result is not good. I get this thin shadow line affected by the Normal Bias on the light.
The code is the same as Legacy Shaders/VertexLit/SHADOWCASTER pass.
if I use UsePass “Legacy Shaders/VertexLit/SHADOWCASTER” instead of my custom pass it’s working…
What am I missing?
Properties
{
_MainTex ("Texture", 2D) = "grey" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode" = "ForwardBase"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
SHADOW_COORDS(2)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(_Object2World, v.vertex);
TRANSFER_SHADOW(o)
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Atten
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos)
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col * atten;
}
ENDCG
}
// shadow caster rendering pass
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
// Works with this line
//UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
// Works with this line
//Fallback "Diffuse"
}
If I use the code straight from unity’s doc
Shader “Lit/Shadow Casting”
I get the same problem.