Also this line… Tags { “LightMode” = “ForwardAdd” }
…has to go inside of the pass {} - it’s a Pass Tag, not a Shader Tag.
And this line… #pragma multi_compile_fwdbase
… is telling it to compile to forward base, but your pass tag is telling it to get the light data from forward add. You’ll need to ensure both are forward base or both are forward add.
The pass is running i se shandows on boxes and shades…
But the object is not bending, if I disable lights everything works but map look like white flat surface.
I want the geometry to bend like on picture(the part with blue lines).
ooo now thats trouble. You can’t do the same transformation for the shadowmaps. It’s rendered using a different camera, that won’t look right. If you want to support shadows, you’ll have to change the model / world space positions instead.
i made it and its look very good thats was not too hard
There are some macros in unity for this(no tutorial for this just found some ready shader and cuted out some parts).