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texture_inside.shader
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Shader "Custom/texture_inside" { | |
Properties { | |
_Color("Main Color", Color) = (1,1,1,1) | |
_MainTex ("Base (RGB) Trans(A)", 2D)="white"{} | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
Cull Off | |
CGPROGRAM | |
#pragma surface surf Lambert vertex:vert | |
sampler2D _MainTex; | |
fixed4 _Color; | |
void vert(inout appdata_full v) | |
{ | |
v.normal.xyz = v.normal * -1; | |
} | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) { | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color; | |
o.Albedo = c.rgb; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
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My first unity code. This shader causes the texture to be rendered on both the inside and outside surfaces of a model. Can easily be modified to render on the inside only by adjusting the cull setting.