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Question by Reaction_Interactive · Jan 17, 2019 at 12:46 PM · shadermobilegraphicsshadowssurface shader

How do I modify this shader to receive shadows ???

Hey, I found this shader somewhere and it does exactly what I want, but the only problem is that it does not receive shadows. Can anyone edit this script in order for it to receive shadows??? I'm not a shader developer so someone please help me out here!! The code is :


 Shader "MSLGiVG/TextureToonShading"
 {
     Properties
     {
         _MainTex("Texture", 2D) = "white" {}
         _ToonLut("Toon LUT", 2D) = "white" {}
         _Color("Color", Color) = (1,1,1,1)
         _RimColor("Rim Color", Color) = (1,1,1,1)
         _RimPower("Rim Power", Range(0, 10)) = 1
     }
         SubShader
         {
             Tags
             {
                 "RenderType" = "Opaque"
             }
 
             Pass
             {
                 Tags
                 {
                     "LightMode" = "ForwardBase"
                 }
 
                 CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 #pragma multi_compile_fwdbase
 
                 #include "UnityCG.cginc"
                 #include "AutoLight.cginc"
                 #include "Lighting.cginc"
 
                 struct appdata
                 {
                     float4 vertex : POSITION;
                     float3 normal: NORMAL;
                     float2 uv : TEXCOORD0;
                 };
 
                 struct v2f
                 {
                     float4 pos : SV_POSITION;
                     float2 uv : TEXCOORD0;
                     float3 normal : TEXCOORD1;
                     float3 viewDir : TEXCOORD2;
                 };
 
                 sampler2D _MainTex;
                 sampler2D _ToonLut;
                 half3 _RimColor;
                 half _RimPower;
                 fixed4 _Color;
 
                 v2f vert(appdata v)
                 {
                     v2f o;
 
                     o.pos = UnityObjectToClipPos(v.vertex);
                     o.uv = v.uv;
                     o.normal = UnityObjectToWorldNormal(v.normal);
                     o.viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex)));
 
                     return o;
                 }
 
                 fixed4 frag(v2f i) : SV_Target
                 {
                     float3 normal = normalize(i.normal);
                     float ndotl = dot(normal, _WorldSpaceLightPos0);
                     float ndotv = saturate(dot(normal, i.viewDir));
 
                     float3 lut = tex2D(_ToonLut, float2(ndotl, 0));
                     float3 rim = _RimColor * pow(1 - ndotv, _RimPower) * ndotl;
 
                     float3 directDiffuse = lut * _LightColor0;
                     float3 indirectDiffuse = unity_AmbientSky;
 
                     fixed4 col = _Color;
                     col.rgb *= directDiffuse + indirectDiffuse;
                     col.rgb += rim;
                     col.a = 1.0;
 
                     return col;
                 }
                 ENDCG
             }
         }
             Fallback "Diffuse"
 }

@vexe @Klarzahs @The_ZeeT @manutoo @xxmariofer

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