Shader "Unlit/ULitShadow" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags {"Queue"= "Geometry" "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float3 worldPos: TEXCOORD1; SHADOW_COORDS(2) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld,float4(v.vertex.xyz,1)).xyz; TRANSFER_SHADOW(o); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); UNITY_LIGHT_ATTENUATION(myatten,i,i.worldPos); col.rgb *= myatten; return col; } ENDCG } } }