// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Custom/TransparentShadowCollector" { Properties { _Color("Main Color", Color) = (1,1,1,.5) _ShadowIntensity("Shadow Intensity", Range(0, 1)) = 0.6 } SubShader { Tags {"Queue" = "AlphaTest" } Pass { Tags {"LightMode" = "ForwardBase" } Cull Back Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "AutoLight.cginc" uniform fixed4 _Color; uniform float _ShadowIntensity; struct v2f { float4 pos : SV_POSITION; LIGHTING_COORDS(0,1) }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); TRANSFER_VERTEX_TO_FRAGMENT(o); return o; } fixed4 frag(v2f i) : COLOR { float attenuation = LIGHT_ATTENUATION(i); return fixed4(0,0,0,(1 - attenuation) * _ShadowIntensity) * _Color; } ENDCG } } Fallback "VertexLit" }