How to Cast Shadows AFTER Vertex Shader/ Updated Geometry?

I have a custom vertex shader on my view model which changes the FOV.

I want the shadows to be cast after the FOV is changed instead of using the original object.

Note how the pistol shadow appears on the projected view model incorrectly.


Is it a surface shader? You just have to add addshadow to the surface shader directive and it should work:

#pragma surface blah blah blah addshadow