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  • shader 双面
    2021-08-06 23:16:02

    Max或maya导出的模型经常会有单面材质的效果,大概率是法线或是单面材质的问题。可以用双面shader解决。发现一个比较好用的,转载码一下。原地址:https://blog.csdn.net/liang_704959721/article/details/88681768

    shader代码如下:

    Shader "yh/DoubleSide" {
     
        Properties     
        {    
    		_MainTex ("MainTex (RGB)", 2D) = "white" {}	//颜色贴图
     
    		_MainTint ("Main Color", Color) = (0.5, 0.5, 0.5, 1)
    		_MainTintPower ("Main Color Power", Float ) = 1.2
     
    		_XRayColor ("XRay Color", Color) = (1, 1, 1, 1) //(0.435, 0.851, 1, 0.419)    
    		_XRayPower ("XRay Power", Float) = 0.5
     
    		//透明度裁剪(模型头发之类的)
    		_AlphaCutoff ("Alpha cutoff", Float) = 0.5
     
    		//受击发光颜色
    		_HitColor ("Hit Color", Color) = (0.6,0.6,0.6,1)
    		_HitColorWidth ("Hit Color Width", Float) = 0.8
    		//是否被击0没有被击 1被击中,正常要设置为0(制作材质球时打到1可调受击颜色,然后调到0即可正常显示颜色)
    		_IsHit ("Is Hit", Range(0, 1)) = 0
     
    		//是否经济模式,经济模式不透明裁剪
    		_IsECHO ("Is ECHO", Range(0, 1)) = 0
     
        }    
            
        SubShader     
        {    
    		Tags { "Queue"="Geometry+200" "RenderType"="Opaque" }
    		Fog { Mode off }  
    		//LOD 200
    		
            Blend SrcAlpha OneMinusSrcAlpha    
     
     
            Pass {
           		Lighting Off
     
    			Cull Off 
     
     
     
    			Blend SrcAlpha  OneMinusSrcAlpha
     
                CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag
                    #include "UnityCG.cginc"
     
                    struct appdata 
                    {
                        float4 vertex : POSITION;
                        float3 normal : NORMAL;
                        float2 texcoord : TEXCOORD0;
                    };
     
                    struct v2f 
                    {
                        float4 pos : SV_POSITION;
                        float2 uv : TEXCOORD0;
                        fixed3 color : COLOR;
                    };
     
                    uniform float4 _MainTex_ST;
                    uniform fixed4 _HitColor;
                    float _HitColorWidth;
    				fixed _AlphaCutoff;
    				float _IsHit;
    				float _MainTintPower;
    				float _IsECHO;
     
     
                    v2f vert (appdata_base v) {
                        v2f o;
                        o.pos = UnityObjectToClipPos (v.vertex);
     
    					if(_IsHit==1)
    					{
    						float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
    						float dotProduct = 1 - dot(v.normal, viewDir);
    						o.color = smoothstep(1 - _HitColorWidth, 1.0, dotProduct);
    						o.color *= _HitColor;
    					}
     
    					if (_IsHit==0)
    					{
    						o.color = 0;
    					}
     
                        o.uv = v.texcoord.xy;
                        return o;
                    }
     
                    uniform sampler2D _MainTex;
                    uniform fixed4 _MainTint;
     
                    fixed4 frag(v2f i) : COLOR {
     
                        fixed4 texcol = tex2D(_MainTex, i.uv);
                        texcol *= _MainTint;
    					//texcol *= _MainTintPower * 2;
                        texcol.rgb += i.color;
    //texcol.a=0;
    					if(_IsECHO == 0)
    					{
    						clip(texcol.a - _AlphaCutoff);
    					}
     
                        return texcol;
                    }
                ENDCG
            }
        }    
    } 

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  • unity3d shader 双面材质

    2020-12-30 12:43:44
    // 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) = ...

    // 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_INPUT MetallicSetup

    ENDCG

    SubShader

    {

    Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }

    LOD 300

    // ------------------------------------------------------------------

    // Base forward pass (directional light, emission, lightmaps, ...)

    Pass

    {

    Name "FORWARD"

    Tags { "LightMode" = "ForwardBase" }

    Cull Off

    Blend [_SrcBlend] [_DstBlend]

    ZWrite [_ZWrite]

    CGPROGRAM

    #pragma target 3.0

    // -------------------------------------

    #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

    #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

    #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF

    #pragma shader_feature _PARALLAXMAP

    #pragma multi_compile_fwdbase

    #pragma multi_compile_fog

    #pragma multi_compile_instancing

    #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

    CGPROGRAM

    #pragma target 3.0

    // -------------------------------------

    #pragma shader_feature _NORMALMAP

    #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

    #pragma shader_feature _METALLICGLOSSMAP

    #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

    #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

    // -------------------------------------

    #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

    #pragma shader_feature _METALLICGLOSSMAP

    #pragma shader_feature _PARALLAXMAP

    #pragma multi_compile_shadowcaster

    #pragma multi_compile_instancing

    #pragma vertex vertShadowCaster

    #pragma fragment fragShadowCaster

    #include "UnityStandardShadow.cginc"

    ENDCG

    }

    // ------------------------------------------------------------------

    // Deferred pass

    Pass

    {

    Name "DEFERRED"

    Tags { "LightMode" = "Deferred" }

    Cull Off

    CGPROGRAM

    #pragma target 3.0

    #pragma exclude_renderers nomrt

    // -------------------------------------

    #pragma shader_feature _NORMALMAP

    #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON

    #pragma shader_feature _EMISSION

    #pragma shader_feature _METALLICGLOSSMAP

    #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

    #pragma shader_feature ___ _DETAIL_MULX2

    #pragma shader_feature _PARALLAXMAP

    #pragma multi_compile_prepassfinal

    #pragma multi_compile_instancing

    #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 _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature ___ _DETAIL_MULX2

    #pragma shader_feature EDITOR_VISUALIZATION

    #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" }

    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 _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

    #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF

    // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2

    // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP

    #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

    #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

    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 _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF

    #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 shader_feature _METALLICGLOSSMAP

    #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 _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

    #pragma shader_feature ___ _DETAIL_MULX2

    #pragma shader_feature EDITOR_VISUALIZATION

    #include "UnityStandardMeta.cginc"

    ENDCG

    }

    }

    FallBack "VertexLit"

    CustomEditor "StandardShaderGUI"

    }

    展开全文
  • shader 双面贴图

    2017-08-18 11:04:21
    Shader "Custom/Texture" {  Properties  {  _MainColor("Main Color",Color) = (1,1,1,1)  _MainTexture("Main Texture",2D) = "Write"{}  }  
    Shader "Custom/Texture" {
           Properties
           {
                  _MainColor( "Main Color" ,Color) = (1,1,1,1)
                  _MainTexture( "Main Texture" ,2D) = "Write" {}
           }
                  SubShader
           { 
                  Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
                 
                  Blend SrcAlpha OneMinusSrcAlpha
                 
                  Cull off  //关键行
                   pass
           {
                  CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #include "UnityCG.cginc"
                        
                          sampler2D _MainTexture;
                   float4 _MainColor;
                   struct v2f
                  {
                          float4 pos:POSITION;
                          float4 uv:TEXCOORD;
                  };
                  v2f vert(appdata_base v)
                  {
                         v2f o;
                         o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                         o.uv = v.texcoord;
                          return o;
                  }
                   half4 frag(v2f i) :COLOR
                  { 
                          half4 c = tex2D(_MainTexture,i.uv)*_MainColor;
                          return c;
                  }
                         ENDCG
           }
           }
                  
                  FallBack "DIFFUSE"
    }
    展开全文
  • Unity双面材质Shader

    千次阅读 2022-03-08 14:58:04
    Unity双面材质Shader。 正面渲染支持漫反射贴图、法线贴图、高光度等。背面渲染支持漫反射贴图。 Shader代码如下: Shader "LiangHaoXiangShaders/DoubleFace" { Properties { _Color("Main Color", Color)...

    Unity双面材质Shader。

    正面渲染支持漫反射贴图、法线贴图、高光度等。背面渲染支持漫反射贴图。

    Shader代码如下:

    Shader "LiangHaoXiangShaders/DoubleFace" 
    {
    	Properties
    	{
    		_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("MainTex", 2D) = "white" {}
    		_NormalTex("NormalTex", 2D) = "bump" {}
    		_BackColor("Back Main Color", Color) = (1,1,1,1)
    	}
    
    	SubShader
    	{
    		Tags { "RenderType" = "Opaque" }
    		LOD 400
    		//背面剔除
    		Cull back
    		CGPROGRAM
    			#pragma surface surf BlinnPhong
    			sampler2D _MainTex;
    			sampler2D _NormalTex;
    			fixed4 _Color;
    			half _Shininess;
    
    			struct Input 
    			{
    				float2 uv_MainTex;
    				float2 uv_NormalTex;
    			};
    
    			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(_NormalTex, IN.uv_NormalTex));
    			}
    		ENDCG
    
    		//正面剔除
    		Cull front
    		CGPROGRAM
    			#pragma surface surf Lambert
    			sampler2D _MainTex;
    			fixed4 _BackColor;
    			struct Input 
    			{
    				float2 uv_MainTex;
    			};
    
    			void surf(Input IN, inout SurfaceOutput o) 
    			{
    				fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _BackColor;
    				o.Albedo = c.rgb;
    				o.Alpha = c.a;
    			}
    		ENDCG
    	}
    	FallBack "Specular"
    }

    效果如下图所示:

    材质面板

    场景中这一件衣服使用材质

    展开全文
  • 双面材质其实很简单,就增加一句话:Cull Off 控制模型的哪个面会被渲染: // Cull Off 不剔除 // Cull Back 剔除背面(背向摄像机的面) // Cull Front 剔除前面 ...Shader "Unlit/双面材质" { Properties { ...
  • Unity3D 双面渲染Shader实现

    千次阅读 2021-10-04 11:46:21
    概述 ...Unity 的standard shader就是这样,我们只要创建一个平面就能看出这种效果。 创建一个平面,默认此平面正面朝上。 我们调整角度从下往上看,平面完全不渲染了。除了一个选中的什么都看不见
  • 双面显示Shader

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    双面显示Shader
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  • Unity中双面显示shader

    2019-01-15 09:33:44
    Unity中比较常用的双面显示shader,希望对需要的朋友带来帮助!
  • Unity shader 双面 + alpha 且正常受光

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    Shader "DoubleSide/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" } Material { Diff
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    千次阅读 2018-12-30 16:04:53
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    千次阅读 2019-03-20 10:25:34
    在Unity中会遇到双面材质问题,双面材质就是在3dmax或者maya中用了片或者单面,可以从一面可以透过。 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "yh/Role" ...
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    2017-08-31 16:02:05
    Unity双面渲染的Shader 比如面片Plane用此shader 面片渲染出来 正反两面都会显示出画面
  • 双面shader

    2020-02-25 20:59:21
    若想要得到双面渲染效果,可以使用Cull指令来控制需要剔除的那个面。 Cull Back | Front | Off 若设置成Back,那么背对摄像机的面就不会被渲染。 若设置成Front,那么朝向摄像机的面就不会被渲染。 若设置成Of...
  • 在基础的光照处理上,我加上了对透明纹理的处理以及双面渲染。 Shader "Custom/BaseLight_Alpha" { Properties { _Color ("Color", Color) = (1,1,1,1)//物体本身颜色 _MainTex ("Main Tex", 2D) = "white" {}//...
  • unity双面显示shader

    万次阅读 2018-07-03 11:29:13
    4,unity双面显示/shader,cull off? 已解决-修改为系统自带shader/Nature/SpeedTree-类型GeometryType改为Leaf
  • unityShader颜色法线金属皮肤干扰支持双面透明,适合模型贴图的各种需要
  • 双面渲染shader

    千次阅读 2015-10-14 15:15:55
    双面渲染shader Shader " DoubleSideShader" { Properties { //正面5个参数 _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spe
  • 思路 Surface不能像顶点/片元着色器一样用两个...Shader "Unlit/shader1" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,0.5) _InnerColor...
  • 一个简单的URP双面shader
  • 双面贴图Shader

    2018-08-31 10:53:53
    Unity 里面默认材质都是单面的,这个shader可以解决反面透明的问题,而且质感、法线贴图都可以设置。
  • unity玻璃双面透明显示材质shader

    热门讨论 2015-06-10 15:12:29
    解决三维模型导入unity中,玻璃双面透明显示的材质问题。
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