面片双面贴图shader
Shader "Custom/DoubleTransparent" {
Properties{
_FrontTex("前", 2D) = "white" {}
_BackTex("后", 2D) = "white" {}
}
SubShader{
Tags{ "Queue" = "Transparent" }
LOD 200
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _BackTex;
float4 _BackTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _BackTex);
o.uv[0] *= -1;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_BackTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _FrontTex;
float4 _FrontTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _FrontTex);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_FrontTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}