Shader "Custom/ShadowOnly"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_AttenLimit("Attenuation Limit", Float) = 0
_AttenScale("Attenuation Scale", Float) = 1
_AttenOffset("Attenuation Offset", Float) = 0
//_Glossiness ("Smoothness", Range(0,1)) = 0.5
//_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float4 shadowCoord;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
uniform float _AttenLimit;
uniform float _AttenScale;
uniform float _AttenOffset;
#include "AutoLight.cginc"
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.shadowCoord = mul(unity_WorldToShadow[0], mul(unity_ObjectToWorld, v.vertex));
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float shadow = 1;
#if defined (SHADOWS_SCREEN)
shadow = unitySampleShadow(IN.shadowCoord);
#endif
o.Albedo = c.rgb * shadow;
// Metallic and smoothness come from slider variables
//o.Metallic = _Metallic;
//o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}