Hi, I am trying to create a custom surface shader that generates a shadowcaster with the fade behaviour, however it is not working. Here is Unity's Standard shader with the rendering mode to fade: And here is the result of the shader below: Note that all I have done is create a new Surface Shader in the Assets dialogue, disable the fallback and instead add the shadow and alpha pragmas as per the docs. I have attempted to set blending modes, queues, etc but these do not make any difference. Note above that both planes are translucent - the mesh itself is rendering correctly in both images, the only difference is it's not casting a translucent shadow in the second. Code (csharp): Shader "Custom/NewSurfaceShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows addshadow alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } //FallBack "Diffuse" } Where can I find an example for creating the fade behaviour seen in the standard shader?