Shader "Custom/DoubleSided" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 _BumpMap("NormalMap", 2D) = "Bump" {} _BumpScale("Normal Power", Float) = 1.0 _NormalDefault("Normal Default", Color) = (128, 128, 255) } SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 // Render back faces first Cull Front CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; }; half _Glossiness; half _BumpScale; half _Metallic; fixed4 _Color; half3 _NormalDefault; void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Normal = -UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); //o.Normal = -_NormalDefault; o.Alpha = c.a; } ENDCG // Now render front faces Cull Back CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; }; half _Glossiness; half _BumpScale; half _Metallic; fixed4 _Color; half3 _NormalDefault; void surf(Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); //o.Normal = _NormalDefault; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }