URP AR Shadow Shader

Shader "Custom/URP AR Shadow Receiver"
{
    Properties
    {
        _ShadowColor("Shadow Color", Color) = (0.35,0.4,0.45,1.0)
    }

        SubShader
    {
        Tags
        {
            "RenderPipeline" = "UniversalPipeline"
            "RenderType" = "Transparent"
            "Queue" = "Transparent-1"
        }

        Pass
        {
            Name "ForwardLit"
            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
        }
    }
}