Shadows with custom depth

Hello,
I have a texture which contains a custom Depth, and I would like to apply shadows on this depth.
My rendering path is forward.

For the moment here is the result, I have applied the depth and the normals, but the shadows are missing

Here is the depth:

When I try to add the shadows, the texture “_ShadowMapTexture” is always empty. But with the frame debugger I have this:


The image above shows the shadow at the end of the pass collecting shadows, so it’s not empty and it’s well calculated.

To get my current result I have two passes at different places in the pipeline. The first pass is “after the Depth texture” where I add the depth, and the second pass is “AfterForwardOpaque”.
Each pass draws a quad in front of the camera.

The first pass uses this shader:

Shader "Custom/Custom_Depth" {
    Properties
    {
    _MainTex("Base (RGB) Trans (A)", 2D) = "" {}
    _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
        [HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
    }
        SubShader
    {
        Tags{
        "Queue" = "Background"
}
        Pass
    {
        ZWrite On
        ZTest LEqual
        Fog { Mode Off }
        Cull Off
        Blend SrcAlpha Zero

 
        CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.0
#include "UnityCG.cginc"
#include "S_Utils.cginc"
        struct appdata
    {
        float4 vertex : POSITION;
        float2 uv : TEXCOORD0;
    };

    struct Input {
        float2 uv_MainTex;
    };

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

    };

    sampler2D _MainTex;
    uniform float4x4 _ProjectionMatrix;
    float4 _MainTex_ST;
    float4 _Color;

    uniform float4 _MainTex_TexelSize;

    fixed3 computeNormals(fixed2 coordTexture, fixed4 coordinate3D)
    {
        fixed2 texelSize = fixed2(_MainTex_TexelSize.x, _MainTex_TexelSize.y) * 2;
        const int HALF_RADIUS = 2;
        float3 averageNormal = float3(0, 0, 0);
        int i = 0; int j = 0;
        float2 offsetX;
        float2 offsetY;
        float3 vX, vY, vC;
        float3 vXC, vYC, crossPdt;
        for (j = -HALF_RADIUS; j < HALF_RADIUS; ++j)
        {
            for (i = -HALF_RADIUS; i < HALF_RADIUS; ++i)
            {
                offsetX = coordTexture + float2(texelSize.x * (i + 1), texelSize.y * j);
                offsetY = coordTexture + float2(texelSize.x * i, texelSize.y * (j + 1));
                vX = tex2D(_MainTex, offsetX).xyz;
                vY = tex2D(_MainTex, offsetY).xyz;
                vC = tex2D(_MainTex, float2(offsetY.x, offsetX.y)).xyz;
                averageNormal += normalize(cross(normalize(vX - vC), normalize(vY - vC)));
                vXC = normalize(vX - vC);
                vYC = normalize(vY - vC);
                crossPdt = float3(vXC.y*vYC.z - vXC.z*vYC.y, vXC.z*vYC.x - vXC.x*vYC.z, vXC.x*vYC.y - vXC.y*vYC.x);
                averageNormal += normalize(crossPdt);
            }
        }
        fixed3 normals = normalize(averageNormal);
        if (dot(normals, normalize(coordinate3D.xyz)) > 0)
        {
            normals = -normals;
        }
        //normals.z = -normals.z;
        return normals;
    }

    v2f vert(appdata v)
    {
        v2f o;
        float4x4 copy_projection = UNITY_MATRIX_P;

        copy_projection[0][2] = _ProjectionMatrix[0][2];
        copy_projection[1][2] = _ProjectionMatrix[1][2];

        o.vertex = mul(mul(mul(copy_projection, UNITY_MATRIX_V), UNITY_MATRIX_M), v.vertex);

        o.uv = TRANSFORM_TEX(v.uv, _MainTex);
        return o;
    }


    fixed4 frag(v2f i, out float outDepth : SV_Depth) : SV_Target
    {
        //Get the depth in XYZ format
        float3 colorXYZ = tex2D(_MainTex, (i.uv*fixed2(1, -1))).rgb;
        //Compute the depth to work with Unity (1m real = 1m to Unity)
        float depthReal = computeDepthXYZ(colorXYZ);
        fixed2 coordTexture = i.uv * fixed2(1, -1);
        fixed3 normals = computeNormals(coordTextureZED, tex2D(_MainTex, coordTexture));
        outDepth = depthReal;
        return fixed4(normals.x, normals.y, normals.z, depthReal);
    }
    ENDCG
    }
    }
}

The second pass uses this pass :

// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'

// Upgrade NOTE: replaced '_LightMatrix0' with 'unity_WorldToLight'

Shader "Hidden/ZED_Depth_Light"
{
    Properties{
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo (RGB)", 2D) = "white" {}
    _Glossiness("Smoothness", Range(0,1)) = 0.5
        _Metallic("Metallic", Range(0,1)) = 0.0
        _ShadowMapTexture("", any) = "" {}
    }
        SubShader{
        Tags{ "RenderType" = "Opaque" }

        LOD 200
        // ------------------------------------------------------------
        // Surface shader code generated out of a CGPROGRAM block:


        // ---- forward rendering base pass:
        Pass{
        ZWrite Off
        //ZTest Always
        Name "FORWARD"
        Tags{ "LightMode" = "ForwardBase" }

        CGPROGRAM
        // compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma debug
#pragma target 3.0
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#include "S_Utils.cginc"
        // Surface shader code generated based on:
        // writes to per-pixel normal: no
        // writes to emission: no
        // writes to occlusion: no
        // needs world space reflection vector: no
        // needs world space normal vector: no
        // needs screen space position: no
        // needs world space position: no
        // needs view direction: no
        // needs world space view direction: no
        // needs world space position for lighting: YES
        // needs world space view direction for lighting: YES
        // needs world space view direction for lightmaps: no
        // needs vertex color: no
        // needs VFACE: no
        // passes tangent-to-world matrix to pixel shader: no
        // reads from normal: no
        // 1 texcoords actually used
        //   float2 _MainTex
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal

        // Original surface shader snippet:
#line 8 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif

        //#pragma debug
        // Physically based Standard lighting model, and enable shadows on all light types
        //#pragma surface surf Standard fullforwardshadows nometa exclude_path:deferred

        // Use shader model 3.0 target, to get nicer looking lighting
        //#pragma target 3.0

        sampler2D _MainTex;

    struct Input {
        float2 uv_MainTex;
    };


    fixed4 _Color;

    void surf(Input IN, inout SurfaceOutputStandard o) {
        // Albedo comes from a texture tinted by color
        fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
        o.Albedo = c.rgb;

        o.Alpha = c.a;
    }

    sampler2D _ShadowMapTexture;
    float4 _ShadowMapTexture_TexelSize;
    // vertex-to-fragment interpolation data
    // no lightmaps:
#ifdef LIGHTMAP_OFF
    struct v2f_surf {
        float4 pos : SV_POSITION;
        float2 pack0 : TEXCOORD0; // _MainTex
        half3 worldNormal : TEXCOORD1;
        float3 worldPos : TEXCOORD2;
#if UNITY_SHOULD_SAMPLE_SH
        half3 sh : TEXCOORD3; // SH
#endif
        SHADOW_COORDS(4)
            UNITY_FOG_COORDS(5)
#if SHADER_TARGET >= 30
            float4 lmap : TEXCOORD6;
#endif
        UNITY_INSTANCE_ID
    };
#endif
    // with lightmaps:
#ifndef LIGHTMAP_OFF
    struct v2f_surf {
        float4 pos : SV_POSITION;
        float2 pack0 : TEXCOORD0; // _MainTex
        half3 worldNormal : TEXCOORD1;
        float3 worldPos : TEXCOORD2;
        float4 lmap : TEXCOORD3;
        SHADOW_COORDS(4)
            UNITY_FOG_COORDS(5)
#ifdef DIRLIGHTMAP_COMBINED
            fixed3 tSpace0 : TEXCOORD6;
        fixed3 tSpace1 : TEXCOORD7;
        fixed3 tSpace2 : TEXCOORD8;
#endif
        UNITY_INSTANCE_ID
    };
#endif
    float4 _MainTex_ST;

    // vertex shader
    v2f_surf vert_surf(appdata_full v) {
        UNITY_SETUP_INSTANCE_ID(v);
        v2f_surf o;
        UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
        UNITY_TRANSFER_INSTANCE_ID(v,o);
        o.pos = UnityObjectToClipPos(v.vertex);
        o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
        float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
        fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)
        fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
        fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
        fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#endif
#if !defined(LIGHTMAP_OFF) && defined(DIRLIGHTMAP_COMBINED)
        o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
        o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
        o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
#endif
        o.worldPos = worldPos;
        o.worldNormal = worldNormal;
#ifndef DYNAMICLIGHTMAP_OFF
        o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#ifndef LIGHTMAP_OFF
        o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif

        // SH/ambient and vertex lights
#ifdef LIGHTMAP_OFF
#if UNITY_SHOULD_SAMPLE_SH
        o.sh = 0;
        // Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
        o.sh += Shade4PointLights(
            unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
            unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
            unity_4LightAtten0, worldPos, worldNormal);
#endif
        o.sh = ShadeSHPerVertex(worldNormal, o.sh);
#endif
#endif // LIGHTMAP_OFF

        TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader
        UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
        return o;
    }


    /****************/
    sampler2D _DepthXYZTex;
    sampler2D _CameraTex;


    struct fragOut {
        float depth : SV_Depth;
        fixed4 color : SV_Target;
    };
    uniform float4 _DepthXYZTex_TexelSize;

    fixed3 computeNormals(fixed2 coordTexture, fixed4 coordinate3D)
    {
        fixed2 texelSize = fixed2(_DepthXYZTex_TexelSize.x, _DepthXYZTex_TexelSize.y) * 2;
        const int HALF_RADIUS = 2;
        float3 averageNormal = float3(0, 0, 0);
        int i = 0; int j = 0;
        float2 offsetX;
        float2 offsetY;
        float3 vX, vY, vC;
        float3 vXC, vYC, crossPdt;
        for (j = -HALF_RADIUS; j < HALF_RADIUS; ++j)
        {
            for (i = -HALF_RADIUS; i < HALF_RADIUS; ++i)
            {
                offsetX = coordTexture + float2(texelSize.x * (i + 1), texelSize.y * j);
                offsetY = coordTexture + float2(texelSize.x * i, texelSize.y * (j + 1));
                vX = tex2D(_DepthXYZTex, offsetX).xyz;
                vY = tex2D(_DepthXYZTex, offsetY).xyz;
                vC = tex2D(_DepthXYZTex, float2(offsetY.x, offsetX.y)).xyz;
                averageNormal += normalize(cross(normalize(vX - vC), normalize(vY - vC)));
                vXC = normalize(vX - vC);
                vYC = normalize(vY - vC);
                crossPdt = float3(vXC.y*vYC.z - vXC.z*vYC.y, vXC.z*vYC.x - vXC.x*vYC.z, vXC.x*vYC.y - vXC.y*vYC.x);
                averageNormal += normalize(crossPdt);
            }
        }
        fixed3 normals = normalize(averageNormal);
        if (dot(normals, normalize(coordinate3D.xyz)) > 0)
        {
            normals = -normals;
        }
        //normals.z = -normals.z;
        return normals;
    }
    float calculateShadowDepth(float3 worldPos) {
        float4 projPos = mul(UNITY_MATRIX_VP, float4(worldPos, 1));
        projPos = UnityApplyLinearShadowBias(projPos);
        return projPos.z / projPos.w;
    }
    sampler2D _CameraDepthTexture;


    // fragment shader
    fragOut frag_surf(v2f_surf IN){
        fragOut finalFrag;
        float3 colorXYZ = tex2D(_DepthXYZTex, (IN.pack0.xy*fixed2(1, -1))).rgb;

        float depthReal = computeDepthXYZ(colorXYZ);
        //IN.worldPos.z *= depthReal;
        UNITY_SETUP_INSTANCE_ID(IN);
    // prepare and unpack data
    Input surfIN;
    UNITY_INITIALIZE_OUTPUT(Input,surfIN);
    surfIN.uv_MainTex.x = 1.0;
    surfIN.uv_MainTex = IN.pack0.xy;
    float3 worldPos = IN.worldPos;
#ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
    fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
#ifdef UNITY_COMPILER_HLSL
    SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#else
    SurfaceOutputStandard o;
#endif
    o.Albedo = 0.0;
    o.Emission = 0.0;
    o.Alpha = 0.0;
    o.Occlusion = 1.0;
    fixed3 normalWorldVertex = fixed3(0,0,1);
    o.Normal = IN.worldNormal;
    normalWorldVertex = IN.worldNormal;


    float3 colorCamera = tex2D(_CameraTex, IN.pack0.xy*fixed2(1, -1)).bgr;
    o.Albedo.rgb = colorCamera;
    //Get the depth in XYZ format
 

    finalFrag.depth = depthReal;

    //finalFrag.depth = 0;
    fixed2 coordTextureZED = surfIN.uv_MainTex * fixed2(1, -1);
    fixed4 coordinate3D = tex2D(_DepthXYZTex, coordTextureZED);
    fixed3 normals = computeNormals(coordTextureZED, coordinate3D);
    o.Normal = normals;
    o.Albedo = colorCamera;
    // compute lighting & shadowing factor
    UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
        fixed4 c = 0;
    // Setup lighting environment
    UnityGI gi;
    UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
    gi.indirect.diffuse = 0;
    gi.indirect.specular = 0;
#if !defined(LIGHTMAP_ON)
    gi.light.color = _LightColor0.rgb;
    gi.light.dir = lightDir;
    gi.light.ndotl = LambertTerm(o.Normal, gi.light.dir);
#endif
    // Call GI (lightmaps/SH/reflections) lighting function
    UnityGIInput giInput;
    UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
    giInput.light = gi.light;
    giInput.worldPos = worldPos;
    giInput.worldViewDir = worldViewDir;
    giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
    giInput.lightmapUV = IN.lmap;
#else
    giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH
    giInput.ambient = IN.sh;
#else
    giInput.ambient.rgb = 0.0;
#endif
    giInput.probeHDR[0] = unity_SpecCube0_HDR;
    giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
    LightingStandard_GI(o, giInput, gi);

    // realtime lighting: call lighting function
    c += LightingStandard(o, worldViewDir, gi);
    UNITY_APPLY_FOG(IN.fogCoord, c); // apply fog
    UNITY_OPAQUE_ALPHA(c.a);

//c = tex2D(_ShadowMapTexture, uv).r is all white
    finalFrag.color = c;

    return finalFrag;
    }

        ENDCG

    }
    }
        FallBack "Diffuse"
}

And the order of the passes is done in a script attached to a camera:

void Start()
    {
        mainCamera.depthTextureMode |= DepthTextureMode.Depth;
     
    
        matRGB.SetTexture("_CameraTex", camZedLeft);
        matRGB.SetTexture("_DepthXYZTex", depthXYZZed);
  
    

        bufferDepth = new CommandBuffer();
        bufferDepth.name = "Depth";

        mainCamera.AddCommandBuffer(CameraEvent.AfterDepthTexture, bufferDepth);
       // mainCamera.AddCommandBuffer(CameraEvent.AfterDepthNormalsTexture, bufferDepth);

        matDepthOnly.SetTexture("_MainTex", depthXYZZed);

        buffer = new CommandBuffer();
        buffer.name = "Image";

     
        buffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
        mainCamera.AddCommandBuffer(CameraEvent.AfterForwardOpaque, buffer);
    }

    private void OnPreRender()
    {
        bufferDepth.Clear();
        buffer.Clear();

        bufferDepth.SetRenderTarget(BuiltinRenderTextureType.Depth);
        bufferDepth.DrawMesh(mesh, screen.transform.localToWorldMatrix, matDepthOnly);

        buffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
        buffer.DrawMesh(mesh, screen.transform.localToWorldMatrix, matRGB);

    }

Why my shadows are not displayed ?

PS: I have only a directional light

whats the setting on the direction light look like?

Thanks for your reply, here are the settings
2887999--212221--light.png

I have this message " built-in render texture type 3 not found while executing Depth (SetRenderTarget)" in the console when I try to write inside the depth.
it’s this line: bufferDepth.SetRenderTarget(BuiltinRenderTextureType.Depth);

For the moment it’s a quad which is written inside the depth buffer, but how to replace it by a texture ? And write in it before the shadows are computed