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Question by NN10 · Nov 16, 2019 at 10:55 PM · shadershadersshadowsshadowshader programming

Add hard shadows to a Toon Shader

Hi everyone! Im using a free toon shader from the Unity Store (from Ciconia Studio, Double Sided Shader) and I would like to add it that the shader its influenced for the shadows that other objects cast.

After looking everywhere still have no idea how to do it... With the toon shader looks like lights don't affect the material at all.

Adjunct the code of the shader and an image as an example. Thanks, if you can help me, I really appreciate!!

alt text

 Shader "Ciconia Studio/Double Sided/Emissive/Diffuse" {
     Properties {
         _Color ("Diffuse Color", Color) = (1,1,1,1)
         _MainTex ("Diffuse map", 2D) = "white" {}
         _EmissiveIntensity ("Emissive Intensity", Range(0, 2)) = 1
     }
     SubShader {
         Tags {
             "RenderType"="Opaque"
         }
         Pass {
             Name "FORWARD"
             Tags {
                 "LightMode"="ForwardBase"
             }
             Cull Off
             
             
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
             #pragma multi_compile_fwdbase_fullshadows
             #pragma multi_compile_fog
             #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu 
             #pragma target 3.0
             uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
             uniform float4 _Color;
             uniform float _EmissiveIntensity;
             struct VertexInput {
                 float4 vertex : POSITION;
                 float2 texcoord0 : TEXCOORD0;
             };
             struct VertexOutput {
                 float4 pos : SV_POSITION;
                 float2 uv0 : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
             };
             VertexOutput vert (VertexInput v) {
                 VertexOutput o = (VertexOutput)0;
                 o.uv0 = v.texcoord0;
                 o.pos = UnityObjectToClipPos( v.vertex );
                 UNITY_TRANSFER_FOG(o,o.pos);
                 return o;
             }
             float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                 float isFrontFace = ( facing >= 0 ? 1 : 0 );
                 float faceSign = ( facing >= 0 ? 1 : -1 );
 ////// Lighting:
 ////// Emissive:
                 float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                 float3 emissive = ((_MainTex_var.rgb*_Color.rgb)*_EmissiveIntensity);
                 float3 finalColor = emissive;
                 fixed4 finalRGBA = fixed4(finalColor,1);
                 UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                 return finalRGBA;
             }
             ENDCG
         }
         Pass {
             Name "ShadowCaster"
             Tags {
                 "LightMode"="ShadowCaster"
             }
             Offset 1, 1
             Cull Off
             
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
             #include "Lighting.cginc"
             #pragma fragmentoption ARB_precision_hint_fastest
             #pragma multi_compile_shadowcaster
             #pragma multi_compile_fog
             #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal d3d11_9x xboxone ps4 psp2 n3ds wiiu 
             #pragma target 3.0
             struct VertexInput {
                 float4 vertex : POSITION;
             };
             struct VertexOutput {
                 V2F_SHADOW_CASTER;
             };
             VertexOutput vert (VertexInput v) {
                 VertexOutput o = (VertexOutput)0;
                 o.pos = UnityObjectToClipPos( v.vertex );
                 TRANSFER_SHADOW_CASTER(o)
                 return o;
             }
             float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                 float isFrontFace = ( facing >= 0 ? 1 : 0 );
                 float faceSign = ( facing >= 0 ? 1 : -1 );
                 SHADOW_CASTER_FRAGMENT(i)
             }
             ENDCG
         }
     }
     FallBack "Diffuse"
 }

shadow.jpg (166.1 kB)
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