#ifndef SKELETON_LIT_COMMON_SHADOW_INCLUDED #define SKELETON_LIT_COMMON_SHADOW_INCLUDED #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; float4 uvAndAlpha : TEXCOORD1; }; uniform float4 _MainTex_ST; v2f vertShadow(appdata_base v, float4 vertexColor : COLOR) { v2f o; TRANSFER_SHADOW_CASTER(o) o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uvAndAlpha.z = 0; o.uvAndAlpha.a = vertexColor.a; return o; } uniform sampler2D _MainTex; uniform fixed SHADOW_CUTOFF; float4 fragShadow (v2f i) : SV_Target { fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy); clip(texcol.a * i.uvAndAlpha.a - SHADOW_CUTOFF); SHADOW_CASTER_FRAGMENT(i) } #endif