Hey, I want to create an atmosphere shader. I found someone used “sphere with the normals inverted” and using X - Ray Shader. (Atmospheric Shader Help - Unity Answers) And I really want to do the same So my question is, How do I do that? I am Using this X - Ray Shader if you have to know: ftp://www.photonworkshop.com/photonworkshop.com/HostedFiles/Mobile-XrayEffect.shader
Here is an editor script that will produce an inverted sphere. Put it in your Assets/Editor folder of your project. Then GameObject > Create Other > Inverted Sphere…
using UnityEngine;
using UnityEditor;
public class InvertedSphere : EditorWindow {
private string st = "1.0";
[MenuItem("GameObject/Create Other/Inverted Sphere...")]
public static void ShowWindow() {
EditorWindow.GetWindow(typeof(InvertedSphere));
}
public void OnGUI() {
GUILayout.Label("Enter sphere size:");
st = GUILayout.TextField (st);
float f;
if (!float.TryParse (st, out f))
f = 1.0f;
if (GUILayout.Button("Create Inverted Sphere")) {
CreateInvertedSphere(f);
}
}
private void CreateInvertedSphere(float size) {
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
MeshFilter mf = go.GetComponent<MeshFilter>();
Mesh mesh = mf.sharedMesh;
GameObject goNew = new GameObject();
goNew.name = "Inverted Sphere";
MeshFilter mfNew = goNew.AddComponent<MeshFilter>();
mfNew.sharedMesh = new Mesh();
//Scale the vertices;
Vector3[] vertices = mesh.vertices;
for (int i = 0; i < vertices.Length; i++)
vertices <em>= vertices _* size;_</em>
* mfNew.sharedMesh.vertices = vertices;*
* // Reverse the triangles*
* int[] triangles = mesh.triangles;*
* for (int i = 0; i < triangles.Length; i += 3) {*
_ int t = triangles*;
triangles = triangles[i+2];
triangles[i+2] = t;
}
mfNew.sharedMesh.triangles = triangles;*_
* // Reverse the normals;*
* Vector3[] normals = mesh.normals;*
* for (int i = 0; i < normals.Length; i++)*
normals = -normals*;*
* mfNew.sharedMesh.normals = normals;*
* mfNew.sharedMesh.uv = mesh.uv;*
* mfNew.sharedMesh.uv2 = mesh.uv2;*
* mfNew.sharedMesh.RecalculateBounds();*
* // Add the same material that the original sphere used*
* MeshRenderer mr = goNew.AddComponent();*
* mr.sharedMaterial = go.renderer.sharedMaterial;*
* DestroyImmediate(go);*
* }*
}
Here is a shader for back face rendering.
Shader "Backfaced Bumped Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 300
Cull Off
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Diffuse"
}
To Use: In Unity Editor Right Click > Create > Shader, Name it Backface Bumped Diffuse, Open the shader with monodevelop and paste the code above, Now change your materials that are having issues to “Backface Bumped Diffuse”.