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Question by Hahah0 · Mar 02, 2021 at 03:55 AM · lightingrenderingvertex shader

Adding lighting to vertex shader

What's the simplest way to add shadow functionality based on the modified vertices, nothing I've found online seems to work

 Shader "Unlit/HyperUnlit"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
         _Color("Color", Color) = (1,1,1,1)
 
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 100
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
             #include "Complex.cginc"
 
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             fixed4 _Color;
 
             //Params
             float Tscale;
             float3 Tpos;
             float klein;
             float Rscale;
                 
             //Mobius Transformation (a,b,c,d)
             float2 a;
             float2 b;
             float2 c;
             float2 d;
 
 
             v2f vert (appdata v)
             {            
                 v2f o;
                 //Reduce to float3
                 float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)).xyz;
 
                 //2. Apply linear transformations
                 worldPos *= Tscale;
                 worldPos += Tpos;
 
                 //3. Apply mobius transformation    
                 worldPos = MobiusXZ(a,b,c,d, worldPos);
 
                 //4. Klein?
                 if (klein==1)
                 {
                     worldPos = PoincareToKlein(worldPos);
                 }
 
                 //5. Scale to disk radius
                 worldPos *= Rscale;
 
                 //Convert back to ? space
                 o.vertex = mul(UNITY_MATRIX_VP, float4(worldPos, 1));
 
                 //transform position to clip space
                 //o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 // sample the texture
                 fixed4 col = tex2D(_MainTex, i.uv) * _Color;
                 return col;
             }
             ENDCG
 
         }
         UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
 
     }
 }
 

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