Shader " DoubleSideShader" {
Properties {
//正面5个参数
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
//反面拷贝 改名 也是5个
_BackColor ("Back Main Color", Color) = (1,1,1,1)
_BackSpecColor ("Back Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_BackShininess ("Back Shininess", Range (0.03, 1)) = 0.078125
_BackMainTex ("Back Base (RGB) Gloss (A)", 2D) = "white" {}
_BackBumpMap ("Back Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
Cull back
//开始渲染正面
CGPROGRAM
//表明是surface渲染方式 主渲染程序是surf 光照模型是BLinnPhong
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb;
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));}
ENDCG
Cull front
//开始渲染反面 其实和就是拷贝了一份正面渲染的代码 除了变量名要改
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _BackMainTex;
sampler2D _BackBumpMap;
fixed4 _BackColor;
half _BackShininess;
struct Input {
float2 uv_BackMainTex;
float2 uv_BackBumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_BackMainTex, IN.uv_BackMainTex);
o.Albedo = tex.rgb * _BackColor.rgb;
o.Gloss = tex.a;
o.Alpha = tex.a * _BackColor.a;
o.Specular = _BackShininess;
o.Normal = UnpackNormal(tex2D(_BackBumpMap, IN.uv_BackBumpMap));}
ENDCG
}
FallBack "Specular"
}