Hello, I'm currently working on a deferred pipeline. So far everything works well except that I have a huge difficulty getting alpha cutout shadows to work. My current setup : I have a uber shader with different options, with a custom vertex shader for displacement and I'm using a surface shader for passing all the info to the rest of the pipeline. I tried renaming my alpha cutout properties to _Cutoff and _MainTex (so it fits with the internal depth normal shader), I tried creating my own depth normal shader, nothing seems to change the result. I have an alpha cutout looking mesh, with a whole shadow :/ I know it would be possible to create a variation of that shader in forward for the specific case we need cutout, but since we may end up having a lot of vegetation, I would like to stay in our pipeline. Anyone knows how to handle Alpha Cutout (or Transparent Cutout) for shadows, in deferred? Ideally, I would like it even more if I could have my own depth normal shader to work with the deferred pipeline, but it feels like it doesn't change anything :/
Looking at a cutout shader in my project, which uses the deferred rendering pipeline... Code (CSharp): Tags { "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" "IgnoreProjector" = "True" } Code (CSharp): #pragma surface surf Lambert vertex:vert alphatest:_Cutoff addshadow nometa nolightmap nodynlightmap nodirlightmap Notice alphatest and addshadow, see here Code (CSharp): Fallback "Legacy Shaders/Transparent/Cutout/VertexLit" These seem to be the things that differ from a regular opaque shader in my project.
alphatest and addshadow does the trick thanks! I was using a custom clip before. I'm surprised that it follows up with my custom "main" texture though, I thought I would've needed to rename all for _MainTex. Anyways, it solves my issue, thanks again