TransparentShadowReceiver

Description
Handles transparency and takes it into account for receiving shadows from both Spot/Point lights and Directional lights.

License
LGPL

Usage
First of all, the Camera that is in charge of rendering the transparent objects MUST have its "Rendering Path" set to "Forward". Modulate the "_ShadowIntensity" variable to get a more or less darkened shadow (this concerns only Directional Lights). The "ShadowPass" is used to add the shadows related to the "Main Directional Light". (Meaning that the other Directional lights won't be taken in account). http://unity3d.com/support/documentation/Manual/DirectionalShadowDetails.html http://unity3d.com/support/documentation/Manual/RenderingPaths.html

More
[ Full case study (Advanced Waving Flag Shader For Unity3d / Double-Sided Alpha Shadow Support) here : https://www.ep-ars.me/?page=Unityshaders ]

Author: Gauthier BOAGLIO.