Created
August 8, 2016 15:29
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Unity DoubleSidedShader for Quads
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Shader "Custom/DoubleSided" { | |
Properties{ | |
_Color("Color", Color) = (1,1,1,1) | |
[NoScaleOffset] _MainTex("Albedo (RGB)", 2D) = "white" {} | |
[Toggle] _UseMetallicMap("Use Metallic Map", Float) = 0.0 | |
[NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "black" {} | |
[Gamma] _Metallic("Metallic", Range(0,1)) = 0.0 | |
_Glossiness("Smoothness", Range(0,1)) = 0.5 | |
_BumpScale("Scale", Float) = 1.0 | |
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} | |
_Cutoff("Alpha Cutoff", Range(0.01,1)) = 0.5 | |
} | |
SubShader{ | |
Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" } | |
LOD 200 | |
ZWrite On | |
Cull Off | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows alpha:_Cutoff nolightmap addshadow | |
#pragma shader_feature _USEMETALLICMAP_ON | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _MetallicGlossMap; | |
sampler2D _BumpMap; | |
struct Input { | |
float2 uv_MainTex; | |
fixed facing : VFACE; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
half _BumpScale; | |
fixed _Cutoff; | |
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; | |
o.Alpha = c.a; | |
#ifdef _USEMETALLICMAP_ON | |
fixed4 mg = tex2D(_MetallicGlossMap, IN.uv_MainTex); | |
o.Metallic = mg.r; | |
o.Smoothness = mg.a; | |
#else | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
#endif | |
o.Normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex), _BumpScale); | |
o.Normal.z *= IN.facing; // flip Z based on facing | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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