Hello! I have a shader that makes unlit cutout surface receive shadow. It works as below:
I want to make its cutout let through light/shadow so shadow do not cast on transparent part of the surface.
Can someone please help with this?
Shader "Unlit With Shadows" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB)", 2D) = "white" {}
_Depthmap("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
Tags {"Queue" = "Geometry" "RenderType" = "TransparentCutout"}
LOD 100
ZWrite On
Pass {
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert(appdata_tan v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex).xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
sampler2D _MainTex;
sampler2D _Depthmap;
fixed _Cutoff;
fixed4 frag(v2f i) : COLOR
{
//fixed atten = LIGHT_ATTENUATION(i); // Light attenuation + shadows.
fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
fixed4 col = tex2D(_MainTex, i.uv);
col.a = tex2D(_Depthmap, i.uv);
clip(col.a - _Cutoff); //clip alpha value,basic distance filter.
UNITY_APPLY_FOG(i.fogCoord, col);
return tex2D(_MainTex, i.uv) * atten;
}
ENDCG
}
Pass {
Tags {"LightMode" = "ForwardAdd"}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert(appdata_tan v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex).xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR
{
//fixed atten = LIGHT_ATTENUATION(i); // Light attenuation + shadows.
fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
return tex2D(_MainTex, i.uv) * atten;
}
ENDCG
}
}
FallBack "VertexLit"
}