【Unity3D学习笔记】unity5.x中的双面材质shader实现

在unity中编辑3dMax或者Maya导入的模型时经常碰到一面显示一面透明的情况,主要是因为unity默认是不支持双面材质的,所以只需要自定义一个双面shader附加到材质上即可

实现步骤:
1.在层次面板新建一个plane;
2.新建一个yellow材质球并修改为黄色,然后添加到plane上。可以发现正面为黄色,而背面为透明的。
3.在项目面板中新建一个shader,并命名为Doublesides。打开进行编辑下面代码:
    Shader "Custom/DoubleSides" {
    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
    }
    SubShader {
        Tags { "RenderType"="Opaque" }

        LOD 200
        Cull Off
        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;

        struct Input {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        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.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

保存之后进入unity就能发现双面已经显示同样的材质。

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