Is there a way for an object or material to be unlit and at the same time still receive shadows?
I found a similar issue and a possible solution to this at polycount forums, but it’s a unity shader code:
polycount.com/forum/showthread.php?p=2325341
Shader "Unlit With Shadows" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags {"Queue" = "Geometry" "RenderType" = "Opaque"}
Pass {
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert (appdata_tan v)
{
v2f o;
o.pos = mul( UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR
{
fixed atten = LIGHT_ATTENUATION(i); // Light attenuation + shadows.
//fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
return tex2D(_MainTex, i.uv) * atten;
}
ENDCG
}
Pass {
Tags {"LightMode" = "ForwardAdd"}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert (appdata_tan v)
{
v2f o;
o.pos = mul( UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR
{
fixed atten = LIGHT_ATTENUATION(i); // Light attenuation + shadows.
//fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
return tex2D(_MainTex, i.uv) * atten;
}
ENDCG
}
}
FallBack "VertexLit"
}
Maybe a possible conversion and added to the materials section? thanks in advance…

but sorry for not being specific. I was aiming for something like grass types such as vegetation with Alpha mask, whereas the grass objects or billboards are unlit (double sided) and still receive shadows.

BUT my main concern really is I do intend it to use it with 
