Here is my code ``` Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
#pragma vertex ShadowCasterVert
#pragma fragment ShadowCasterFrag
#pragma multi_compile_shadowcaster
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Assets/_Art/_Shaders/Includes/sdr_Inc_MathUtilities.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
float _Speed;
float4 _Range;
float3 _Axis;
Varyings ShadowCasterVert(Attributes IN)
{
Varyings OUT;
UNITY_SETUP_INSTANCE_ID(IN);
//Creating Linier, Sine and Cosine Time
float Time = _TimeParameters * _Speed;
float SinTime = Remapper(sin(Time), -1, 1, _Range.x, _Range.y);
float CosTime = Remapper(cos(Time), -1, 1, _Range.z, _Range.w);
float3 Pos = IN.positionOS.xyz;
Pos.y += SinTime;
Pos = RotateAboutAxis_Radians(Pos, _Axis, CosTime);
//float4 PosOS = float4(Pos.x,Pos.y,Pos.z,1);
//Transform to light-space for shadow map
//float4 posWS = TransformObjectToWorld(float4(PosOS));
// OUT.positionHCS = TransformWorldToShadowCoord(posWS.xyz);
float4 clipPos = TransformObjectToHClip(Pos);
return clipPos;
}
float4 ShadowCasterFrag() : SV_Target {
return 0;
}
ENDHLSL
}```