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