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Question by IgorUnity3D · Sep 27, 2016 at 10:30 AM · shadersprite2d gameshadowsspriterenderer

Unity 5.4 - Sprite Shadow

Hello guys,

I am trying this shader on Unity 5.4, BUT, I did not succeed :(

alt text

I am using the Shader "Sprites/Bumped Diffuse with Shadows"

 Shader "Sprites/Bumped Diffuse with Shadows"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _BumpMap ("Normalmap", 2D) = "bump" {}
         _Color ("Tint", Color) = (1,1,1,1)
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
                 _Cutoff ("Alpha Cutoff", Range (0,1)) = 0.5
 
     }
 
     SubShader
     {
         Tags
         {
             "Queue"="AlphaTest"
             "IgnoreProjector"="True"
             "RenderType"="TransparentCutOut"
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
          
         }
             LOD 300
 
 
         Cull Off
         Lighting On
         ZWrite On
         Fog { Mode Off }
      
 
         CGPROGRAM
         #pragma surface surf Lambert alpha vertex:vert  alphatest:_Cutoff fullforwardshadows
         #pragma multi_compile DUMMY PIXELSNAP_ON
 
         sampler2D _MainTex;
         sampler2D _BumpMap;
         fixed4 _Color;
 
         struct Input
         {
             float2 uv_MainTex;
             float2 uv_BumpMap;
             fixed4 color;
         };
      
         void vert (inout appdata_full v, out Input o)
         {
             #if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
             v.vertex = UnityPixelSnap (v.vertex);
             #endif
             v.normal = float3(0,0,-1);
             v.tangent =  float4(1, 0, 0, 1);
          
             UNITY_INITIALIZE_OUTPUT(Input, o);
             o.color = _Color;
         }
 
         void surf (Input IN, inout SurfaceOutput o)
         {
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
             o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
         }
         ENDCG
     }
 
 Fallback "Transparent/Cutout/Diffuse"
 }

What am I doing wrong? Does this still work in older versions of Unity?

Could someone please help me?

shadow.png (289.1 kB)
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