I am trying to render back faces of an object in Unity 5. The aim is to have the front faces lit with the standard Unity 5 shader and the back faces in an unlit color.
But it doesn’t work in deferred rendering mode.
Here is the shader code.
Shader "Custom/Custom" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ColorBackfaces ("Color Backfaces", Color) = (1,1,1,1)
}
SubShader {
Pass {
Cull Front
Color [_ColorBackfaces]
}
Tags { "RenderType"="Opaque" }
Cull Back
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}