 
Shader "AR_ShadowCatcher"
{
    Properties
    {
        _ShadowColor("Shadow Color", Color) = (0.35,0.4,0.45,1.0)
    }
 
    SubShader
    {
        Tags
        {
            "RenderPipeline"="UniversalPipeline"
            "RenderType"="Transparent"
            "Queue"="Transparent-1"
        }
 
        Pass
        {
            Name "AR_ShadowCatcher"
            Tags { "LightMode" = "UniversalForward" }
 
            Blend DstColor Zero, Zero One
            Cull Back
            ZTest LEqual
            ZWrite Off


            HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag

#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0

#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile_fog

# include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            CBUFFER_START(UnityPerMaterial)
            float4 _ShadowColor;
CBUFFER_END

            struct Attributes
{
    float4 positionOS : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
    float4 positionCS               : SV_POSITION;
                float3 positionWS               : TEXCOORD0;
                float fogCoord                  : TEXCOORD1;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

Varyings vert(Attributes input)
{
    Varyings output = (Varyings)0;

    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_TRANSFER_INSTANCE_ID(input, output);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

    VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
    output.positionCS = vertexInput.positionCS;
    output.positionWS = vertexInput.positionWS;
    output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);

    return output;
}

half4 frag(Varyings input) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

half4 color = half4(1, 1, 1, 1);

# ifdef _MAIN_LIGHT_SHADOWS
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = input.positionWS;
 
                float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
color.rgb = MixFogColor(color.rgb, half3(1,1,1), input.fogCoord);
            #endif
                return color;
            }
 
            ENDHLSL
        }
    }
}