Nope, they use an specific matte shadow shared, it’s explained in the pdf:
Valve VR Photogrammetry Shader
This shader is optimized for content that is unlit but still needs to receive real-time shadows.
The primary use case is photogrammetry scenes where the lighting is baked into the texture maps, but we also want dynamic objects to cast shadows onto that geometry.
And that is the shader I’m asking for, it basically a matte shadow shader that only receive diret shadows, just real time shadows, not baked ones.
There is no way to reproduce it?+
The code is freely distributed with the lab renderer, so I hope it’s ok to put it here in case it helps to reproduce this material:
// Copyright (c) Valve Corporation, All rights reserved. ======================================================================================================
Shader "Valve/vr_photogrammetry"
{
Properties
{
_Color( "Color", Color ) = ( 1, 1, 1, 1 )
_MainTex( "Albedo", 2D ) = "white" {}
//_DetailTex( "Detail Albedo x2", 2D ) = "gray" {}
}
SubShader
{
Tags { "RenderType" = "Photogrammetry" "PerformanceChecks" = "False" }
LOD 300
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
//ZWrite [_ZWrite]
CGPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11
#pragma exclude_renderers gles
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
#pragma multi_compile _ D_VALVE_FOG
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
#pragma skip_variants SHADOWS_SOFT
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
#pragma vertex MainVs
#pragma fragment MainPs
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityStandardInput.cginc"
#include "vr_utils.cginc"
#include "vr_lighting.cginc"
#include "vr_fog.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 vPositionOs : POSITION;
float2 vTexCoord0 : TEXCOORD0;
};
struct PS_INPUT
{
float4 vPositionPs : SV_Position;
float3 vPositionWs : TEXCOORD0;
float4 vTextureCoords : TEXCOORD1;
#if ( D_VALVE_FOG )
float2 vFogCoords : TEXCOORD6;
#endif
};
// Vars -----------------------------------------------------------------------------------------------------------------------------------------------------
float g_flValveGlobalVertexScale = 1.0; // Used to "hide" all valve materials for debugging
float3 g_vShadowColor;
float4 _Detail_ST;
float3 g_vPhotogrammetryShadowColor;
#define g_vColorTint _Color
#define g_tColor _MainTex
#define g_tDetail2x _DetailTex
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
PS_INPUT MainVs( VS_INPUT i )
{
PS_INPUT o = ( PS_INPUT )0;
// Position
i.vPositionOs.xyzw *= g_flValveGlobalVertexScale; // Used to "hide" all valve materials for debugging
o.vPositionWs.xyz = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz;
o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw );
// Texture coordinates
o.vTextureCoords.xy = TRANSFORM_TEX( i.vTexCoord0.xy, _MainTex );
o.vTextureCoords.zw = TRANSFORM_TEX( i.vTexCoord0.xy, _Detail );
#if ( D_VALVE_FOG )
{
o.vFogCoords.xy = CalculateFogCoords( o.vPositionWs.xyz );
}
#endif
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
struct PS_OUTPUT
{
float4 vColor : SV_Target0;
};
PS_OUTPUT MainPs( PS_INPUT i )
{
PS_OUTPUT o = ( PS_OUTPUT )0;
float4 vColorTexel = tex2D( g_tColor, i.vTextureCoords.xy );
float4 vDetailTexel = tex2D( g_tColor, i.vTextureCoords.zw );
float flShadowScalarTotal = 1.0;
loop ] for ( int j = 0; j < g_nNumLights; j++ )
{
if ( g_vLightShadowIndex_vLightParams j ].x != 0.0 )
{
float flShadowScalar = ComputeShadow_PCF_3x3_Gaussian( i.vPositionWs.xyz, g_matWorldToShadow j ], g_vShadowMinMaxUv j ] );
flShadowScalarTotal = min( flShadowScalarTotal, flShadowScalar );
}
}
// Output color
o.vColor.rgba = vColorTexel.rgba;
//o.vColor.rgb *= 2.0 * vDetailTexel.rgb; // FIXME: How to do mod2x correctly in Unity?
o.vColor.rgb = lerp( g_vPhotogrammetryShadowColor.rgb * o.vColor.rgb, o.vColor.rgb, flShadowScalarTotal );
// Fog
#if ( D_VALVE_FOG )
{
o.vColor.rgb = ApplyFog( o.vColor.rgb, i.vFogCoords.xy );
}
#endif
// Dither to fix banding artifacts
o.vColor.rgb += ScreenSpaceDither( i.vPositionPs.xy );
return o;
}
ENDCG
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Shadow rendering pass
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
//Pass
//{
// Name "ShadowCaster"
// Tags { "LightMode" = "ShadowCaster" }
//
// ZWrite On ZTest LEqual
//
// CGPROGRAM
// #pragma target 5.0
// // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT
// #pragma exclude_renderers gles
//
// // -------------------------------------
// #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
// #pragma multi_compile_shadowcaster
//
// #pragma vertex vertShadowCaster
// #pragma fragment fragShadowCaster
//
// #include "UnityStandardShadow.cginc"
// ENDCG
//}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
CGPROGRAM
#pragma only_renderers d3d11
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#include "UnityStandardMeta.cginc"
ENDCG
}
}
}
Hope this helps a bit 
Cheers.