We’ve been using the Transparent/Cutout/Vertexlit for a long while now in many things, but in many places we are in need of a 2 sided shader.
Otherwise, is there a way to make certain meshes or triangles render 2 sided? The iPhone is already on its knees in our game, so duplicating and flipping normals is not an option
Here’s a video of the game we are now working on. The bridge and crane are in dire need of a 2 sided shader
Nobody can make you a shader that has different lighting on both sides. You need the vertices doubled+flipped for that. If you’re okay with this type of lighting, here’s a modified version of the shader you mentioned that will run better. For whatever reason, removing ColorMask RGB results in a performance gain, according to tests I’ve run. Another thing is, I moved this out of the Geometry Queue, because AlphaTest materials are a no-no in the Geometry queue on iPhone - screws up the benefits of tile-based deferred rendering. (AlphaToMAsk and SeparateSpecular also don’t do anything, so I took them out. Putting them back in might work in the future, I guess.) So those are the only real differences here, given Unity iPhone’s current rendering ability, aside from rendering two-sided.
And considering you’ll be using your own, very simple shader now, remove matching lines from the Properties and Materials blocks that are useless to you. That will remove clutter and possibly make it run faster.
It worked perfectly. We needed a 2 sided shader which had the same lighting on both sides anyways, so this is great. We haven’t tried on the iPhone for performance yet