vuforia shadow catcher
Shader "Custom/TransparentShadowCollector"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,.5)
_ShadowIntensity ("Shadow Intensity", Range (0, 1)) = 0.6
}
SubShader
{
Tags {"Queue"="Geometry" }
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"
}