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| Shader "Standard-DoubleSided" | |
| { | |
| Properties | |
| { | |
| _Color("Color", Color) = (1,1,1,1) | |
| _MainTex("Albedo", 2D) = "white" {} | |
| _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 | |
| _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 | |
| [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 | |
| _MetallicGlossMap("Metallic", 2D) = "white" {} | |
| _BumpScale("Scale", Float) = 1.0 | |
| _BumpMap("Normal Map", 2D) = "bump" {} | |
| _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 | |
| _ParallaxMap ("Height Map", 2D) = "black" {} | |
| _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 | |
| _OcclusionMap("Occlusion", 2D) = "white" {} | |
| _EmissionColor("Color", Color) = (0,0,0) | |
| _EmissionMap("Emission", 2D) = "white" {} | |
| _DetailMask("Detail Mask", 2D) = "white" {} | |
| _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} | |
| _DetailNormalMapScale("Scale", Float) = 1.0 | |
| _DetailNormalMap("Normal Map", 2D) = "bump" {} | |
| [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 | |
| // Blending state | |
| [HideInInspector] _Mode ("__mode", Float) = 0.0 | |
| [HideInInspector] _SrcBlend ("__src", Float) = 1.0 | |
| [HideInInspector] _DstBlend ("__dst", Float) = 0.0 | |
| [HideInInspector] _ZWrite ("__zw", Float) = 1.0 | |
| } | |
| CGINCLUDE | |
| #define UNITY_SETUP_BRDF_INPUT MetallicSetup | |
| ENDCG | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } | |
| LOD 300 | |
| // ------------------------------------------------------------------ | |
| // Base forward pass (directional light, emission, lightmaps, ...) | |
| Pass | |
| { | |
| Name "FORWARD" | |
| Tags { "LightMode" = "ForwardBase" } | |
| // turn off backface culling to make this shader double-sided | |
| Cull Off | |
| Blend [_SrcBlend] [_DstBlend] | |
| ZWrite [_ZWrite] | |
| CGPROGRAM | |
| #pragma target 3.0 | |
| // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT | |
| #pragma exclude_renderers gles | |
| // ------------------------------------- | |
| #pragma shader_feature _NORMALMAP | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma shader_feature _EMISSION | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| #pragma shader_feature _PARALLAXMAP | |
| #pragma multi_compile_fwdbase | |
| #pragma multi_compile_fog | |
| #pragma vertex vertBase | |
| #pragma fragment fragBase | |
| #include "UnityStandardCoreForward.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Additive forward pass (one light per pass) | |
| Pass | |
| { | |
| Name "FORWARD_DELTA" | |
| Tags { "LightMode" = "ForwardAdd" } | |
| Blend [_SrcBlend] One | |
| Fog { Color (0,0,0,0) } // in additive pass fog should be black | |
| ZWrite Off | |
| ZTest LEqual | |
| // turn off backface culling to make this shader double-sided | |
| Cull Off | |
| CGPROGRAM | |
| #pragma target 3.0 | |
| // GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT | |
| #pragma exclude_renderers gles | |
| // ------------------------------------- | |
| #pragma shader_feature _NORMALMAP | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| #pragma shader_feature _PARALLAXMAP | |
| #pragma multi_compile_fwdadd_fullshadows | |
| #pragma multi_compile_fog | |
| #pragma vertex vertAdd | |
| #pragma fragment fragAdd | |
| #include "UnityStandardCoreForward.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Shadow rendering pass | |
| Pass { | |
| Name "ShadowCaster" | |
| Tags { "LightMode" = "ShadowCaster" } | |
| ZWrite On ZTest LEqual | |
| CGPROGRAM | |
| #pragma target 3.0 | |
| // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT | |
| #pragma exclude_renderers gles | |
| // ------------------------------------- | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma multi_compile_shadowcaster | |
| #pragma vertex vertShadowCaster | |
| #pragma fragment fragShadowCaster | |
| #include "UnityStandardShadow.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Deferred pass | |
| Pass | |
| { | |
| Name "DEFERRED" | |
| Tags { "LightMode" = "Deferred" } | |
| // turn off backface culling to make this shader double-sided | |
| Cull Off | |
| CGPROGRAM | |
| #pragma target 3.0 | |
| // TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT | |
| #pragma exclude_renderers nomrt gles | |
| // ------------------------------------- | |
| #pragma shader_feature _NORMALMAP | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma shader_feature _EMISSION | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| #pragma shader_feature _PARALLAXMAP | |
| #pragma multi_compile ___ UNITY_HDR_ON | |
| #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON | |
| #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |
| #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON | |
| #pragma vertex vertDeferred | |
| #pragma fragment fragDeferred | |
| #include "UnityStandardCore.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Extracts information for lightmapping, GI (emission, albedo, ...) | |
| // This pass it not used during regular rendering. | |
| Pass | |
| { | |
| Name "META" | |
| Tags { "LightMode"="Meta" } | |
| Cull Off | |
| CGPROGRAM | |
| #pragma vertex vert_meta | |
| #pragma fragment frag_meta | |
| #pragma shader_feature _EMISSION | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| #include "UnityStandardMeta.cginc" | |
| ENDCG | |
| } | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } | |
| LOD 150 | |
| // ------------------------------------------------------------------ | |
| // Base forward pass (directional light, emission, lightmaps, ...) | |
| Pass | |
| { | |
| Name "FORWARD" | |
| Tags { "LightMode" = "ForwardBase" } | |
| // turn off backface culling to make this shader double-sided | |
| Cull Off | |
| Blend [_SrcBlend] [_DstBlend] | |
| ZWrite [_ZWrite] | |
| CGPROGRAM | |
| #pragma target 2.0 | |
| #pragma shader_feature _NORMALMAP | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma shader_feature _EMISSION | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP | |
| #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE | |
| #pragma multi_compile_fwdbase | |
| #pragma multi_compile_fog | |
| #pragma vertex vertBase | |
| #pragma fragment fragBase | |
| #include "UnityStandardCoreForward.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Additive forward pass (one light per pass) | |
| Pass | |
| { | |
| Name "FORWARD_DELTA" | |
| Tags { "LightMode" = "ForwardAdd" } | |
| Blend [_SrcBlend] One | |
| Fog { Color (0,0,0,0) } // in additive pass fog should be black | |
| ZWrite Off | |
| ZTest LEqual | |
| // turn off backface culling to make this shader double-sided | |
| Cull Off | |
| CGPROGRAM | |
| #pragma target 2.0 | |
| #pragma shader_feature _NORMALMAP | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP | |
| #pragma skip_variants SHADOWS_SOFT | |
| #pragma multi_compile_fwdadd_fullshadows | |
| #pragma multi_compile_fog | |
| #pragma vertex vertAdd | |
| #pragma fragment fragAdd | |
| #include "UnityStandardCoreForward.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Shadow rendering pass | |
| Pass { | |
| Name "ShadowCaster" | |
| Tags { "LightMode" = "ShadowCaster" } | |
| ZWrite On ZTest LEqual | |
| CGPROGRAM | |
| #pragma target 2.0 | |
| #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON | |
| #pragma skip_variants SHADOWS_SOFT | |
| #pragma multi_compile_shadowcaster | |
| #pragma vertex vertShadowCaster | |
| #pragma fragment fragShadowCaster | |
| #include "UnityStandardShadow.cginc" | |
| ENDCG | |
| } | |
| // ------------------------------------------------------------------ | |
| // Extracts information for lightmapping, GI (emission, albedo, ...) | |
| // This pass it not used during regular rendering. | |
| Pass | |
| { | |
| Name "META" | |
| Tags { "LightMode"="Meta" } | |
| Cull Off | |
| CGPROGRAM | |
| #pragma vertex vert_meta | |
| #pragma fragment frag_meta | |
| #pragma shader_feature _EMISSION | |
| #pragma shader_feature _METALLICGLOSSMAP | |
| #pragma shader_feature ___ _DETAIL_MULX2 | |
| #include "UnityStandardMeta.cginc" | |
| ENDCG | |
| } | |
| } | |
| FallBack "VertexLit" | |
| CustomEditor "StandardShaderGUI" | |
| } |
thanks
Thanks
Hey! i've been using this shader in 2019 and i decided for various reasons to update to 2020.2. Now this shader doesnt behave as it should and i can see through it! Can you please help me with making it single pass instanced? or whatever the problem is i am kind of dumb. I have read here this:
https://gyazo.com/d200a07491bd08347f1e0ec7d8f26853
And this is how it looks now in 2020:
https://gyazo.com/c5ff7c43bfbc4b123992a4c41986ed08
Help me pls! I also have a lot of double sided materials and dont want to switch to another shader, if i could edit inside this one's script it would be perfect
Thank you so very much!
Hey, I updated the shader to work on 2021.3 if someone is interested: https://gist.github.com/Sov3rain/ca82d7355568d37eed93f87332233491
That's understandable, and thanks again for sharing the shader!