Shader "Erika/Unit/Common/Depth" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 100 /* Pass { Name "ShadowCaster" 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 }*/ Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Cull Back ZWrite On ZTest LEqual CGPROGRAM #pragma target 3.0 #pragma multi_compile _ _ALPHATEST_ON _ALPHABLEND_ON #pragma multi_compile_shadowcaster #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster #include "UnityStandardShadow.cginc" ENDCG } } }