unity3d双面材质_unity3d shader 双面材质

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "Standard(Two Side)"

{

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

_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0

[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0

_MetallicGlossMap("Metallic", 2D) = "white" {}

[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0

[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

_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_INPU

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