I'm trying to write a basic Unlit shader that also receives shadows.
The following code below works almost as expected, except that I get a weird dark area as you can see on this image. Can anybody help me to understand what I'm doing wrong?
Any feedback would be much appreciated!
Shader "Unlit/TextureReceive"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#include "AutoLight.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
LIGHTING_COORDS(0,1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.texcoord = TRANSFORM_TEX(v.vertex, _MainTex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
float attenuation = LIGHT_ATTENUATION(i);
return col * clamp(attenuation, 0, 1);
}
ENDCG
}
}
Fallback "VertexLit"
}