I have a camera writing to a render texture. It uses a replacement shader for rendering which draws some objects as only shadows. I have tried for many hours to draw shadows supporting alpha cutout (clip) with no success. I have verified that the _MainTex with alpha is present. What am I missing?
Which render pipeline?
Is transparent receive shadows enabled?
What have you all tried?
How is the custom shader setup?
Built-in.
“Transparent Receive Shadows” looks like an SRP toggle.
I have been focusing on the shadow caster, but maybe I have to look at the shadow receiver.
The ShadowCaster shader is copied exactly from “Legacy Shaders/Transparent/Cutout/VertexLit”
Shader "Unlit/DrawOnlyShadows"
{
SubShader
{
Tags { "ShadowTag" = "OnlyShadows" "LightMode" = "ShadowCaster"}
Pass {
Name "Caster"
Tags { "LightMode" = "ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutoff;
v2f vert( appdata_base v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag( v2f i ) : SV_Target
{
clip(tex2D(_MainTex, i.uv).a -_Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
SubShader
{
Tags { "ShadowTag" = "ShadowReceiver" }
Pass
{
Tags{ "LightMode" = "ForwardBase" }
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
SHADOW_COORDS(0)
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : COLOR
{
return SHADOW_ATTENUATION(i);
}
ENDCG
}
}
}
Maybe try the regular lit passes instead of vertex lit
