Custom shader made to Cull Front grays out affected meshes.

Hi.

I created a shader to make a model that’s turned inside out.gain its front-facing faces back. But then it turns solid gray and nothing I do in the Editor changes.

Here’s the code.

Shader "Custom/Character_FixCull" {
    Properties {
        _Color ("Color", Color) = (0,0,0,0)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200
       
        Pass{
            Cull Front
        }

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };
        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandard o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

What am I doing wrong?

The shader code itself should also go into the pass. Not just the change in face culling.

I’ll try that.

EDIT: Doesn’t work. I keep getting errors.

Update: Flipped the normal in 3DS Max. Fixed the problem.