Shader "Hidden/Shadow2DShadowSprite" { Properties { _MainTex ("Texture", 2D) = "white" {} [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 1 } SubShader { Tags { "RenderType"="Transparent" } Cull Off BlendOp Add Blend One One, One One ZWrite Off ZTest Always Pass { //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit Stencil { Ref 0 Comp Equal Pass Keep Fail Keep } ColorMask [_ShadowColorMask] HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; Varyings vert (Attributes v) { Varyings o; o.vertex = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); half color = main.a; return half4(color, color, color, color); } ENDHLSL } } }