Making a double sided shader for a VRM model in unity it works in unity but not VSeeFace
VSeeFace
what the code is supposed to do is display a texture on a frontfacing normal then display white on a backface but it just puts out purple I don’t know why the code is just the UNIGLTF but edited
here is the code
Shader "UniGLTF/Special"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Main Color", COLOR) = (1,1,1,1)
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_Test ("Main Color", COLOR) = (1,1,1,1)
[HideInInspector] _BlendMode ("_BlendMode", Float) = 0.0
[HideInInspector] _CullMode ("_CullMode", Float) = 2.0
[HideInInspector] _VColBlendMode ("_VColBlendMode", Float) = 0.0
[HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1.0
[HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0
[HideInInspector] _ZWrite ("_ZWrite", Float) = 1.0
// VertexColor
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull [_CullMode]
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
ZTest LEqual
BlendOp Add, Max
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma multi_compile _ _VERTEXCOL_MUL
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
#if defined(_VERTEXCOL_MUL)
fixed4 color : COLOR;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
#if defined(_VERTEXCOL_MUL)
fixed4 color : COLOR;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
half4 _Color;
half _Cutoff;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
#if defined(_VERTEXCOL_MUL)
o.color = v.color;
#endif
return o;
}
fixed4 frag (v2f i, float isFrontFace : VFACE) : SV_Target
{
if(isFrontFace > 0)
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
#if defined(_VERTEXCOL_MUL)
col *= i.color;
#endif
#if defined(_ALPHATEST_ON)
clip(col.a - _Cutoff);
#endif
#if !defined(_ALPHATEST_ON) && !defined(_ALPHABLEND_ON)
col.a = 1.0;
#endif
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
else
{
return float4(1.0,1.0,1.0,1.0);
}
}
ENDCG
}
}
CustomEditor "UniGLTF.UniUnlit.UniUnlitEditor"
Fallback "Unlit/Texture"
}

