1
\$\begingroup\$

I wrote wind shader that works but as you can see it have shadow problem! when I animating vertices shadow is fixed!

image

Shader "Smkgames/Wind Shader" {
        Properties{
            _MainTex("Albedo and alpha (RGBA)", 2D) = "white" {}
            _BumpTex("BumpTex",2D) = "bump"{}
            _WindMap ("WindMap", 2D) = "white" {} // Add noies map like fbm noises
            _Cutoff ("Cutoff", Range(0,1)) = 0.5
            _Speed("Speed",float) = 1
            _Direction("Direction",Vector) = (0,0.2,0,0)
        }

        SubShader{
            Cull Off

            Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "DisableBatching"="True" }
            LOD 200

            CGPROGRAM
            #pragma surface surf Standard alphatest:_Cutoff vertex:vert

            #pragma target 3.0

            sampler2D _MainTex,_WindMap,_BumpTex;
            fixed4 _Direction;
            fixed _Speed, _WindAmount;
            half _Glossiness, _Metallic;
            fixed4 _Color;

            void vert(inout appdata_full v) {
            float4 tex = tex2Dlod(_WindMap, float4(v.texcoord.xy + (_Time.x * _Speed), 0, 0));
            v.vertex.xyz += tex.y *  _Direction.xyz * _Speed;
            }

            struct Input {
                float2 uv_MainTex;
                float2 uv_BumpTex;
            };

            void surf(Input IN, inout SurfaceOutputStandard o) {
                fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
                o.Albedo = c.rgb;
                o.Alpha = c.a;
                o.Normal = UnpackNormal(tex2D(_BumpTex,IN.uv_BumpTex));
            }
            ENDCG
        }
                FallBack "VertexLit"
    }

I couldn't fix it! so I tried to add shadow to my object from scratch by using vertex and fragment shader shadow caster and worked correctly but I want know Is there a way to fixing this problem in surface shader?

\$\endgroup\$
1
\$\begingroup\$

Just add "addshadow" to your #pragma surface surf Standard alphatest:_Cutoff vertex:vert line. Boom Unity does the rest. So it looks like this :

#pragma surface surf Standard alphatest:_Cutoff vertex:vert addshadow
\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.