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Question by DTownTony · Dec 11, 2019 at 06:09 PM · shadershadowstransparency

Is there a way to have a transparent vertex shader recieve and cast Shadows?

I'm an extreme novice when it comes to Shaders but have cobbled together this shader that allows me to have a texture slowly blend to another one. This version has transparency (from the png files) but will not cast or receive any shadows. Any help would be greatly appreciated.

 Shader "Unlit/Blend_Textures_Alpha"
 {

 Properties
 {

     _MainTex ("Texture", 2D) = "white" {}
     _SecondTex("2nd Texture", 2D) = "white" {}
     _LerpValue("Transition Float", Range (0,2)) = 0
     _SColor("Shadow Color", Color) = (0.195,0.195,0.195,1.0)

     _CutOff("Cut off", float) = 0.1
 }
 SubShader
 {

     Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
     LOD 200
     
     ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha

     Pass
     {
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
             // make fog work
             #pragma multi_compile_fog

             #include "UnityCG.cginc"

             #include "Lighting.cginc"

             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };

             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 float4 vertex : SV_POSITION;
             };

             sampler2D _MainTex;
             float4 _MainTex_ST;

             sampler2D _SecondTex;
             float4 _SecondTex_ST;

             float _LerpValue;

             v2f vert(appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }


             fixed4 frag(v2f i) : SV_Target
             {

                 fixed4 col = lerp(tex2D(_MainTex, i.uv),tex2D(_SecondTex, i.uv),_LerpValue);
                 return col;
             }
             ENDCG
         }

         //Shadow Casting
  Pass
  {
 Tags {"LightMode" = "ShadowCaster" }

 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
 #pragma multi_compile_shadowcaster
 #include "UnityCG.cginc"

 struct v2f {
     V2F_SHADOW_CASTER;
 };

 v2f vert(appdata_base v)
 {
     v2f o;
     TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
     return o;
 }

 float4 frag(v2f i) : SV_Target
 {
     SHADOW_CASTER_FRAGMENT(i)
 }
 ENDCG
  }


  }
 }

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