Hi
Am trying to create a ‘shadow catcher’ material. I’ve found a HLSL solution but its Unity based. Can any Unreal shader gurus suggest what edits must be done?
https://forum.unity.com/threads/shadow-catcher-or-matte-shadow-shader.414418/
Shader "Unlit/VertColorWithShadow"
{
Properties
{
_MainColor("Main Color", COLOR) = (0,0,0,1)
_ShadowColor("Shadow Color", COLOR) = (1,0,0,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
float4 _MainColor;
float4 _ShadowColor;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 mainColor : COLOR;
LIGHTING_COORDS(1,2)
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.mainColor = _MainColor;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed atten = 1.0 - LIGHT_ATTENUATION(i);
fixed3 shadowColor = atten * _ShadowColor.rgb;
fixed4 finalColor = i.mainColor + fixed4(shadowColor, 1.0);
return finalColor;
}
ENDCG
}
// Pass to render object as a shadow caster
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual Cull Off
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
{
return float4(1.0, 1.0, 1.0, 1.0);
}
ENDCG
}
}
}