↧
Answer by whydoidoit
Add SHADOW_COORDS(x) to your vertex to fragment structure where X is a free TEXCOORD Use TRANSFER_SHADOW(output) in your vertex shader Multiply the colour by SHADOW_ATTENUATION(input) in your fragment...
View ArticleAnswer by karmakun
here the example, actually you are very close about shader: ignore de uv:TEXCOORD, no need for shadow pass Shader "Custom/shadows" { Properties { } SubShader { Tags {"Queue" = "Geometry" "RenderType" =...
View Article