Why Unity3 don’t have built-in two sided materials? Maybe two sided shaders not usable?
I read this posts http://forum.unity3d.com/search.php?searchid=621039 and see many people need this asset…
Why Unity3 don’t have built-in two sided materials? Maybe two sided shaders not usable?
I read this posts http://forum.unity3d.com/search.php?searchid=621039 and see many people need this asset…
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.