Prodecurally generated gradient transparent shadow

Hey there!

I’m trying to make a shadow for my game but somehow none of the shaders are seem to be working for what I need…

Here is what I get with a gradient texture and with an Unlit/Transparent Cutout shader:

85099-screen-shot-2017-01-01-at-222131.png

I tried http://answers.unity3d.com/questions/1195044/gradient-transparent.html this shader here, but the results are nearly the same:

85100-screen-shot-2017-01-01-at-222322.png

alt text

What could be the problem?

Thank you for your replies in advance!

Sorry, for some reason I didn’t get a notification for this thread until now. The following shader does what you require, keep in mind that it will only work if the UVs are set up properly.

Shader "Custom/Shadow Gradient"
{
	Properties
	{
		_Color ("Color 1", Color) = (0,0,0,1)
		_Color2 ("Color 2", Color) = (0,0,0,0)
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader
	{
		Tags { "RenderType"="Transparent" "Queue"="Transparent" }
		LOD 100

		Pass
		{
			Blend SrcAlpha OneMinusSrcAlpha
			
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = mul (UNITY_MATRIX_MVP, v.vertex);
				o.uv = TRANSFORM_TEX (v.uv, _MainTex);
				return o;
			}
			
			fixed4 _Color;
			fixed4 _Color2;
			
			half4 frag (v2f i) : SV_Target
			{
				half col = tex2D (_MainTex, i.uv).r;
				return lerp (_Color, _Color2, col);
			}
			ENDCG
		}
	}
}