Hi, I'm trying to shade my geometry shader and I'm having issues getting the shadows to display correctly. It seems like they're in the wrong space, but I used TransformObjectToWorld so I think it should be correct... This is my frag function: Code (CSharp): /* ============================================================== FRAG ===============================================================*/ float4 Frag (g2f input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); float4 col; float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS); Light mainLight = GetMainLight(shadowCoord); float shadowValue = SampleScreenSpaceShadowmap(shadowCoord); float4 lightValue = float4(mainLight.color, 1.0); col = lerp( UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _BottomColor), UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _TopColor), input.uv.y ); return col * lightValue * shadowValue; } And this is the result: Anyone have any ideas?