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Question by OZLN61 · May 12, 2019 at 11:14 AM · shadershaders

Lightweight Render Shader not receive shadows

my player and my plane have same shader. player have a shadow and terrain receiving players shadow shadowsuccessfuly. terrain have render pipeline terrain lit. my plane not receive players shadow. I sharing my shader. Thanks for any help.

 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
 // Shader targeted for low end devices. Single Pass Forward Rendering.
 Shader "gameShader"
 {
     // Keep properties of StandardSpecular shader for upgrade reasons.
     Properties
     {
         _Colorf("Main Color", Color) = (1,1,1,1)
         _SpecColf("Specular Color", Color) = (1,1,1)
 
     _Hue("Hue", Range(0, 1.0)) = 0
         _Saturation("Saturation", Range(0, 1.0)) = 0.7
         _Brightness("Brightness", Range(0, 1.0)) = 0.5
         _Contrast("Contrast", Range(0, 1.0)) = 0.5
 
              _MainTex("BaseMap", 2D) = "white" {}
     }
 
         SubShader
     {
 
 Tags {"RenderType" = "Transparent" "Queue" = "Transparent"}
 LOD 300
         Pass{
 
 
     ColorMask RGB
 
     SeparateSpecular On
         Blend SrcAlpha OneMinusSrcAlpha
 
 
          CGPROGRAM
 
 
 
      #pragma multi_compile_fog
  #pragma multi_compile_instancing
 
       #pragma vertex vert
      #pragma fragment frag
 
     #include "UnityCG.cginc"
 
 fixed _Hue, _Saturation, _Brightness, _Contrast;
     sampler2D _MainTex;
     float4 _MainTex_ST;
     float4 _TintColor;
     float _Transparency;
     float _CutoutThresh;
     float _Distance;
     float _Amplitude;
     float _Speed;
     float _Amount;
     fixed4 _Colorf;
     fixed4 _SpecColf;
 
 
     // Function
     inline float3 applyHue(float3 aColor, float aHue)
 {
     float angle = radians(aHue);
     float3 k = float3(0.57735, 0.57735, 0.57735);
     float cosAngle = cos(angle);
     //Rodrigues' rotation formula
     return aColor * cosAngle + cross(k, aColor) * sin(angle) + k * dot(k, aColor) * (1 - cosAngle);
 }
 
 
 inline float4 applyHSBEffect(float4 startColor, fixed4 hsbc)
 {
     float hue = 360 * hsbc.r;
     float saturation = hsbc.g * 2;
     float brightness = hsbc.b * 2 - 1;
     float contrast = hsbc.a * 2;
 
     float4 outputColor = startColor;
     outputColor.rgb = applyHue(outputColor.rgb, hue);
     outputColor.rgb = (outputColor.rgb - 0.5f) * contrast + 0.5f + brightness;
     outputColor.rgb = lerp(Luminance(outputColor.rgb), outputColor.rgb, saturation);
 
     return outputColor;
 }
 
 
         struct appdata
         {
             float4 vertex : POSITION;
             float2 uv : TEXCOORD0;
 
 
         };
 
         struct v2f
         {
             float2 uv : TEXCOORD0;
 
             float4 vertex : SV_POSITION;
 
             UNITY_FOG_COORDS(n)
 
             fixed4 hsbc : COLOR;
 
         };
 
 
         v2f vert(appdata v)
         {
             v2f o;
             v.vertex.x += sin(_Time.y * _Speed + v.vertex.y * _Amplitude) * _Distance * _Amount;
             o.vertex = UnityObjectToClipPos(v.vertex);
 
 
             o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 
             o.hsbc = fixed4(_Hue, _Saturation, _Brightness, _Contrast);
             UNITY_TRANSFER_FOG(o, o.vertex);
 
 
             return o;
         }
 
         fixed4 frag(v2f i) : SV_Target
         {
             float4 startColor = tex2D(_MainTex, i.uv);
             startColor.a = _Colorf.a;
             startColor.b += _Colorf.b;
             startColor.b -= _SpecColf.b;
             startColor.r += _Colorf.r;
             startColor.r -= _SpecColf.r;
             startColor.g += _Colorf.g;
             startColor.g -= _SpecColf.g;
 
 
             float4 hsbColor = applyHSBEffect(startColor, i.hsbc);
             UNITY_APPLY_FOG(i.fogCoord, hsbColor);
 
 
 
             return hsbColor;
         }
 
 
 
 
         ENDCG
 
 
             Material
         {
             Diffuse[_Color]
                 Ambient[_Color]
                 Shininess[_Shininess]
                 Specular[_SpecCol]
                 Emission[_Emission]
         }
 
 
 }
 Pass
 {
     Name "ShadowCaster"
     Tags{"LightMode" = "ShadowCaster"}
 
     ZWrite On
     ZTest LEqual
     Cull[_Cull]
 
     HLSLPROGRAM
     // Required to compile gles 2.0 with standard srp library
     #pragma prefer_hlslcc gles
     #pragma exclude_renderers d3d11_9x
     #pragma target 2.0
 
     // -------------------------------------
     // Material Keywords
     #pragma shader_feature _ALPHATEST_ON
     #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
 
     //--------------------------------------
     // GPU Instancing
     #pragma multi_compile_instancing
 
     #pragma vertex ShadowPassVertex
     #pragma fragment ShadowPassFragment
 
             #include "Packages/com.unity.render-pipelines.lightweight/Shaders/BakedLitInput.hlsl"
             #include "Packages/com.unity.render-pipelines.lightweight/Shaders/ShadowCasterPass.hlsl"
 
     ENDHLSL
 }
 
 
     }
 
 
 
 
         Fallback "VertexLit"
 
 }
 
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