I’m trying to create a real two-side shader. For that, I need to render two passes: one with front faces, one with back faces and flipped normals. The problem, is that I can’t define a CGPROGRAM which does surface shading in a Pass. It seems CGPROGRAM’s in passes can only do vertex/fragment shading. So how would I do this? I can’t think of a way to combine the two passes into one, and I also can’t figure out a way to do two surface shader passes. Any help would be highly appreciated.
You can’t explicitly define passes for surface shaders; Unity creates them automatically. But that doesn’t mean you can’t have multipass surface shaders - you just list the appropriate surface shader code one after another and, in the compiled output, Unity will create the corresponding passes, one after another.
For example, a material using the following surface shader renders green front faces and red back faces:
Shader "Custom/DoubleSided" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
// Render back faces first
Cull Front
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
// Flip normal for back faces
void vert (inout appdata_full v) {
v.normal *= -1;
}
// Red back faces
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = fixed3(1,0,0);
o.Alpha = c.a;
}
ENDCG
// Now render front faces
Cull Back
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
// Green front faces
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = fixed3(0,1,0);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Applied to a cylinder mesh with the top face removed gives:
You can’t. You need to use either a vertex shader or two separate shaders, and give the object two materials. I have a package on the asset store that does exactly this using the second of those methods: Unity Asset Store - The Best Assets for Game Making