Shader "BF/Models/Scene Floor" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 pos : SV_POSITION; SHADOW_COORDS(2) }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_SHADOW(o) return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); fixed shadow = SHADOW_ATTENUATION(i); return col*shadow; } ENDCG } //shadow Pass { Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o); return o; } float4 frag(v2f i) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }