Question by 
               Sumaccamus · Aug 23, 2015 at 03:49 PM · 
                shaderlightingshadowvertexdisplacement  
              
 
              how to get spot-/point-/..lights working with vertex displacement shader?
hey everyone,
question above. i can't figure out how to do this.
this is how far i am:
              CGPROGRAM
          #pragma surface surf LambertDoubleSided vertex:vert addshadow alphatest:_Cutoff 
          
          uniform fixed4 _Color;
          
          struct Input
          {
              float2 uv_MainTex;
          };
         
          void vert(inout appdata_full v)
          {
              v.vertex.x += sin(_Time.y)/10;
          }
          void surf (Input IN, inout SurfaceOutput o) {
             
              o.Albedo = _Color;
          }
          
          fixed4 LightingLambertDoubleSided (SurfaceOutput s, fixed3 lightDir, fixed atten)
          {
              fixed diff = saturate ( dot (s.Normal, lightDir));
      
              fixed4 c = fixed4 (1);
              c.rgb =  (diff * atten);
              return c;
          }
  
         ENDCG
sumaccamus
Edit: Got it. Set Rendering Path to Deferred in Playersettings.
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