I’m trying to write a shader that only collects/displays shadow data - but for some reason it is displaying as flat white. What on earth am I missing here?
Shader "Shadow Composition"
{
Properties
{
_Color("Background Color (RGB)", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue" = "Geometry" }
Pass
{
Tags { "LightMode" = "ForwardBase" }
ZWrite On
Cull Off
CGPROGRAM
#pragma vertex VertexFunction
#pragma fragment FragmentFunction
#include "AutoLight.cginc"
float4 _Color;
//----------------
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexToFragment {
float4 position : SV_POSITION;
LIGHTING_COORDS(0,1)
};
struct FragmentOutput {
float4 color : COLOR;
};
//----------------
VertexToFragment VertexFunction (VertexInput input) {
VertexToFragment output;
output.position = mul(UNITY_MATRIX_MVP, input.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(output);
return output;
}
FragmentOutput FragmentFunction (VertexToFragment input) {
FragmentOutput output;
output.color = LIGHT_ATTENUATION(input);
return output;
}
ENDCG
}
}
}