I've downloaded and gone through the various graphs in the new samples posted in the Custom Lighting blog post (found https://blogs.unity3d.com/2019/07/31/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019/ if you haven't seen it). The whole thing is based on the premise of using the unlit shader and essentially recreating the lighting information. In the process, it seems that we lose the whole shadow casting pass. My first question is whether there might be some way to use this approach but also maintain the shadow pass. My other question is in regards to how the ramping on the shadows is handled. The approach in these samples creates a clear distinct line between the shaded and unshaded parts of an object. How would one go about setting up a variable so the one could smooth that line and blur the ramping? Any help is appreciated.