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Shadows don't appear through a custom shader
Hi
I am working on a project to simulate the hololens in VR, and I use custom shaders, which allow me to have holograms that I can only see through the Hololense. This works well but I have a little problem : I can't see the shadows of the objects in my scene through the Hololense, and I don't understand why.
Can someone help ?
Thanks a lot
here are the codes of the hololens shader and a hologram shader
Shader "Custom/shader_HoloLens" {
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
}
SubShader {
Tags {"Queue"="Geometry" "RenderType"="Tansparent"}
LOD 200
ZWrite On
Stencil
{
Ref 1
Comp Always
Pass Replace
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow alpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
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;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = 0;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "Custom/shader_Hologram"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"= "Transparent" "RenderType"="Transparent" }
LOD 200
Stencil
{
Ref 1
Comp equal
}
CGPROGRAM
#pragma surface surf Lambert alpha:blend
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float _BLABLA;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = _Color;
float3 localPos = IN.worldPos;
float dist = length(_WorldSpaceCameraPos - localPos);
o.Albedo = c.rgb;
o.Alpha = - pow((0.4 * dist - 1.3), 2) + 0.8;
}
ENDCG
}
FallBack "Diffuse"
}
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