正反面都正确接受光源的双面材质
Shader "Transparent/Diffuse DoubleSided" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 300 Pass { Tags { "LightMode" = "Vertex" } Cull Back ZWrite On Lighting On CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler _MainTex; float4 _MainTex_ST; float4 _Color; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float3 color : TEXCOORD1; }; v2f vert(a2v v) { v2f o;o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = ShadeVertexLights(v.vertex, v.normal); return o; } float4 frag(v2f i) : COLOR { float4 c = tex2D(_MainTex, i.uv)*_Color; clip(c.a-0.9); c.rgb = c.rgb * i.color * 2; return c; } ENDCG } Pass { Tags { "LightMode" = "Vertex" } Cull Front ZWrite On Lighting On CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler _MainTex; float4 _MainTex_ST; float4 _Color; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float3 color : TEXCOORD1; }; v2f vert(a2v v) { v2f o;o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = ShadeVertexLights(v.vertex, -v.normal); return o; } float4 frag(v2f i) : COLOR { float4 c = tex2D(_MainTex, i.uv)*_Color; clip(c.a-0.9); c.rgb = c.rgb * i.color * 2; return c; } ENDCG } } FallBack "Diffuse" }