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Question by
rotolonico · Nov 26, 2020 at 04:22 PM ·
shaderlightingshadows
Custom shader has no shadow
Hello, I am not sure why but my custom shader, when applied to a material, doesn't make the GameObject able to cast shadows. This is the custom shader; what am I doing wrong?
Shader "Custom/BlockShader"
{
Properties
{
[PerRendererData] _Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows 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_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
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 = c.a;
}
ENDCG
}
Fallback "Standard"
}
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