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Question by Inbasagar · Jul 05, 2017 at 05:59 PM · shaderlightingshadowcustom

Recieving Shadow on Custom Shader

Basically I've got this custom shader for silhouette highlight from Unity3d Wiki... (I Know nothing about Shaders... purely programming background). I want this Shader to recieve shadow casted by other objects

Shader code:

 Shader "Outlined/Silhouetted Diffuse" {
     Properties{
         _Color("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor("Outline Color", Color) = (0,0,0,1)
         _Outline("Outline width", Range(0.0, 0.03)) = .005
         _MainTex("Base (RGB)", 2D) = "white" { }
     }
 
         CGINCLUDE 
 #include "UnityCG.cginc"
 
     struct appdata {
         float4 vertex : POSITION;
         float3 normal : NORMAL;
     };
 
     struct v2f {
         float4 pos : POSITION;
         float4 color : COLOR;
     };
 
     uniform float _Outline;
     uniform float4 _OutlineColor;
 
     v2f vert(appdata v) {
         // just make a copy of incoming vertex data but scaled according to normal direction
         v2f o;
         o.pos = UnityObjectToClipPos(v.vertex);
 
         float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
         float2 offset = TransformViewToProjection(norm.xy);
 
         o.pos.xy += offset * o.pos.z * _Outline;
         o.color = _OutlineColor;
         return o;
     }
     ENDCG
 
         SubShader{
         Tags{ "Queue" = "Transparent" }
 
         // note that a vertex shader is specified here but its using the one above
         Pass{
         Name "OUTLINE"
         Tags{ "LightMode" = "Always" }
         Cull Off
         ZWrite Off
         ZTest Always
         ColorMask RGB // alpha not used
 
                       // you can choose what kind of blending mode you want for the outline
         Blend SrcAlpha OneMinusSrcAlpha // Normal
                                         //Blend One One // Additive
                                         //Blend One OneMinusDstColor // Soft Additive
                                         //Blend DstColor Zero // Multiplicative
                                         //Blend DstColor SrcColor // 2x Multiplicative
 
         CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
 
         half4 frag(v2f i) :COLOR{
         return i.color;
     }
         ENDCG
     }
 
         Pass{
         Name "BASE"
         ZWrite On
         ZTest LEqual
         Blend SrcAlpha OneMinusSrcAlpha
         Material{
         Diffuse[_Color]
         Ambient[_Color]
     }
         Lighting On
         SetTexture[_MainTex]{
         ConstantColor[_Color]
         Combine texture * constant
     }
         SetTexture[_MainTex]{
         Combine previous * primary DOUBLE
     }
     }
     }
 
         SubShader{
         Tags{ "Queue" = "Transparent" }
 
         Pass{
         Name "OUTLINE"
         Tags{ "LightMode" = "Always" }
         Cull Front
         ZWrite Off
         ZTest Always
         ColorMask RGB
 
         // you can choose what kind of blending mode you want for the outline
         Blend SrcAlpha OneMinusSrcAlpha // Normal
                                         //Blend One One // Additive
                                         //Blend One OneMinusDstColor // Soft Additive
                                         //Blend DstColor Zero // Multiplicative
                                         //Blend DstColor SrcColor // 2x Multiplicative
 
         CGPROGRAM
 #pragma vertex vert
 #pragma exclude_renderers gles xbox360 ps3
         ENDCG
         SetTexture[_MainTex]{ combine primary }
     }
 
         Pass{
         Name "BASE"
         ZWrite On
         ZTest LEqual
         Blend SrcAlpha OneMinusSrcAlpha
         Material{
         Diffuse[_Color]
         Ambient[_Color]
     }
         Lighting On
         SetTexture[_MainTex]{
         ConstantColor[_Color]
         Combine texture * constant
     }
         SetTexture[_MainTex]{
         Combine previous * primary DOUBLE
     }
     }
     }
 
         Fallback "Diffuse"
 }


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Answer by Namey5 · Jul 06, 2017 at 07:17 AM

Basically; you can't. The shader relies on the transparent render queue (I'm assuming from the code) and there is no way in Unity (currently) to render shadows on transparent objects without creating your own lighting/shadow system, or essentially hacks. I did develop a transparent shader to receive shadows from Unity lights, but it's somewhat impractical and unreliable. Transparent shadow receivers have been on the Unity roadmap for a while now, and I believe were supposed to be brought in by Unity 5, but that didn't happen.

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