Shader "Hidden/Shadow2DShadowSprite" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 1 } SubShader { Tags { "RenderType"="Opaque" } Cull Off BlendOp Add Blend One One ZWrite Off ZTest Always // Process the shadow Pass { Name "Draw Sprite Shadow (R)" ColorMask R 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; float4 color : COLOR; }; struct Varyings { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; Varyings vert (Attributes v) { Varyings o; o.vertex = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.color = _Color.a * v.color; return o; } half4 frag(Varyings i) : SV_Target { half4 main = i.color * tex2D(_MainTex, i.uv); return half4(main.a, main.a, main.a, main.a); } ENDHLSL } } }