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Question by CremaGames · Mar 05, 2014 at 02:26 PM · shaderlightingshadows

Making a shader receive light

I have this shader called Curved and it seems to be some kind of unlit material (I have no idea about shaders). I need it to receive lights and shadows like a regular diffuse shader, is it possible?

 Shader "Custom/Curved" {
   Properties {
       _MainTex ("Base (RGB)", 2D) = "white" {}
       _QOffset ("Offset", Vector) = (0,0,0,0)
       _Dist ("Distance", Float) = 100.0
   }
   SubShader {
       Tags { "RenderType"="Opaque" }
       Pass
       {
           CGPROGRAM
           #pragma vertex vert
           #pragma fragment frag
           #include "UnityCG.cginc"
 
           sampler2D _MainTex;
           float4 _QOffset;
           float _Dist;
           
           struct v2f {
               float4 pos : SV_POSITION;
               float4 uv : TEXCOORD0;
           };
 
           v2f vert (appdata_base v)
           {
               v2f o;
               float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
               float zOff = vPos.z/_Dist;
               vPos += _QOffset*zOff*zOff;
               o.pos = mul (UNITY_MATRIX_P, vPos);
               o.uv = v.texcoord;
               return o;
           }
 
           half4 frag (v2f i) : COLOR
           {
               half4 col = tex2D(_MainTex, i.uv.xy);
               return col;
           }
           ENDCG
       }
   }
   FallBack "Diffuse"
 }
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Answer by MakeCodeNow · Mar 05, 2014 at 06:55 PM

If you want your shader to work with lights and shadows, you should seriously consider converting this shader to a Surface Shader. Also, note that shaders are a complex topic, so expect to spend some time learning about how they work.

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