双面渲染shader
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Shader " DoubleSideShader" { Properties { //正面5个参数 _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} //反面拷贝 改名 也是5个 _BackColor ("Back Main Color", Color) = (1,1,1,1) _BackSpecColor ("Back Specular Color", Color) = (0.5, 0.5, 0.5, 1) _BackShininess ("Back Shininess", Range (0.03, 1)) = 0.078125 _BackMainTex ("Back Base (RGB) Gloss (A)", 2D) = "white" {} _BackBumpMap ("Back Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 Cull back //开始渲染正面 CGPROGRAM //表明是surface渲染方式 主渲染程序是surf 光照模型是BLinnPhong #pragma surface surf BlinnPhong sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));} ENDCG Cull front //开始渲染反面 其实和就是拷贝了一份正面渲染的代码 除了变量名要改 CGPROGRAM #pragma surface surf BlinnPhong sampler2D _BackMainTex; sampler2D _BackBumpMap; fixed4 _BackColor; half _BackShininess; struct Input { float2 uv_BackMainTex; float2 uv_BackBumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_BackMainTex, IN.uv_BackMainTex); o.Albedo = tex.rgb * _BackColor.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _BackColor.a; o.Specular = _BackShininess; o.Normal = UnpackNormal(tex2D(_BackBumpMap, IN.uv_BackBumpMap));} ENDCG } FallBack "Specular" }
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