I released double sided standard shaders package on AssetStore.
They are used same like Unity standard and standard(SpecularSetup) shaders.
They require shader model 3.0 or higher.
They feature mesh triangles drawn on both sides with accurate lighting in single draw call.
Thank you! %) I already bought and used it in my project. Works perfectly.
Wanted to write it by myself (need to turn culling off and flip the normals for back side), but you saved me few hours of work.
Edit: didnât see in the description that you have it as well for the specular set up. However in the video I just noticed the metallic set one.
sorry for being to quick to postâŚ
I just wanna say that I added additional double sided shaders to the pack:
mobile diffuse,
mobile bumped,
mobile bumped specular
mobile bumped specular 1 directional light
legacy decal,
legacy diffuse,
legacy bumped specular,
legacy parallax diffuse,
legacy parallax specular
legacy cutout diffuse
legacy cutout bumped specular
also two face texture shaders that draws two textures, one on each face .
two face diffuse
two face bumped
But I need to know if this works with the Realtime GI?
You see, our CAD-software does not care about what side of a triangle is the front. It renders everything as doublesided, so when I export for use in Unity itâs pretty much hit-n-miss if a tri is facing the wrong way. (Yes out CAD-software sucks)
I tried to do the âCull Offâ on the standard shader and that is definitly not enough to satisfy the âEnlightenâ thing-a-magicky
Hi again. At least with my setup it doesnât. Deferred, Specular workflow. Backside renders with what seems like no GI; much darker. Also the reflection in probes is black. Also Ambient occlusion using G-buffer stopped working. Any clues? 5.4.0f3.
As far as ambient occlusion goes - it needs doublesidedness implemented in the .AO process I think.
I remember using âAmbientObscuranceâ from standard assets and it worked - though âAmbientOcclusionâ does not work.
Iâll check the other.
I just checked - and all works fine. All the scenes in the package are realtime GI. ( Do the package scenes work on your end )
Did you used maybe double sided standard shaders from before 5.4 on 5.4 - if you did then it they dont work - they changed standard shader a little for 5.4.
I donât see any GI solution used in the demoscenes?
Anyways. I tried adding Precomputed realtime GI, and made the lot static for lightmap, and well, something didnât work. Materials unresponsive to GI. Also looks like direct light travel through to the backside on some carpets with normals at least.
I just purchased your package today from asset store, so I think it matches my Unity version?
I Have tried to compile the scene âsceneâ contained in package example on I-Pad Air , but the player crashes at startup (On android devices works well). The only error that I can see is the following.
Compilation failed:
program_source:4:10: error: unknown type name âFragmentCommonDataâ constant FragmentCommonData _xlat_mtl_const1 = {float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), 0.0, 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), 0.0}; program_source:72:20: error: assigning to âfloat3â (aka âvector_float3â) from incompatible type âhalf3â (aka âvector_half3â) s_14.normalWorld = tmpvar_8;
Hello!
Can you tell me what graphics API are you using. IOS has problems building my shaders with metal. So if you are building for IOS can you please use OpenGL.
HmmmâŚ
From unity blog:
âWhen you create a new shader file (.shader) in Unity or edit existing one, we launch a âshader importerâ. Just like for any other changed asset. That shader importer does some parsing, and then compiles the whole shader into all platform backends we support.â
Iâll have to see if compilation from shaderlab to metal will be fixed/improved by unity.
I worked in HLSL a lot, I am not really experienced in metal.
Iâll keep an eye for solution other than switching to other API.