About Two Sided Materials... again!

Why Unity3 don’t have built-in two sided materials? Maybe two sided shaders not usable? :wink:

I read this posts http://forum.unity3d.com/search.php?searchid=621039 and see many people need this asset…

:face_with_spiral_eyes:

Because the lighting would be wrong on the opposite side, and 99% of the time, the correct way to have two sides is just to model both sides. So you don’t need any two-sided shaders. For those cases when you actually do, it’s trivial to make a custom shader by taking an existing shader and adding “cull off” to it, so there’s no reason to add complexity and confusion to the built-in shaders to cover rare cases like this.

–Eric

Hi guys,

er… unless it has changed go to shaders and nature, look for the leaf shader, that should do it - although its not too efficient.

Example

Shader  "UnlitAlphaCullingOff"
{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB) Trans. (Alpha)", 2D) = "white" { }
    }

    Category
    {
        ZWrite On
        Alphatest Greater 0.5
        Cull Off
        SubShader
        {
            Pass
            {
                Lighting Off
                SetTexture [_MainTex]
                {
                    constantColor [_Color]
                    Combine texture * constant, texture * constant
                }
            }
        }
    }
}

Eric, thank you, question is resolved.