Max或maya导出的模型经常会有单面材质的效果,大概率是法线或是单面材质的问题。可以用双面shader解决。发现一个比较好用的,转载码一下。原地址:https://blog.csdn.net/liang_704959721/article/details/88681768
shader代码如下:
Shader "yh/DoubleSide" {
Properties
{
_MainTex ("MainTex (RGB)", 2D) = "white" {} //颜色贴图
_MainTint ("Main Color", Color) = (0.5, 0.5, 0.5, 1)
_MainTintPower ("Main Color Power", Float ) = 1.2
_XRayColor ("XRay Color", Color) = (1, 1, 1, 1) //(0.435, 0.851, 1, 0.419)
_XRayPower ("XRay Power", Float) = 0.5
//透明度裁剪(模型头发之类的)
_AlphaCutoff ("Alpha cutoff", Float) = 0.5
//受击发光颜色
_HitColor ("Hit Color", Color) = (0.6,0.6,0.6,1)
_HitColorWidth ("Hit Color Width", Float) = 0.8
//是否被击0没有被击 1被击中,正常要设置为0(制作材质球时打到1可调受击颜色,然后调到0即可正常显示颜色)
_IsHit ("Is Hit", Range(0, 1)) = 0
//是否经济模式,经济模式不透明裁剪
_IsECHO ("Is ECHO", Range(0, 1)) = 0
}
SubShader
{
Tags { "Queue"="Geometry+200" "RenderType"="Opaque" }
Fog { Mode off }
//LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Lighting Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
fixed3 color : COLOR;
};
uniform float4 _MainTex_ST;
uniform fixed4 _HitColor;
float _HitColorWidth;
fixed _AlphaCutoff;
float _IsHit;
float _MainTintPower;
float _IsECHO;
v2f vert (appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
if(_IsHit==1)
{
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float dotProduct = 1 - dot(v.normal, viewDir);
o.color = smoothstep(1 - _HitColorWidth, 1.0, dotProduct);
o.color *= _HitColor;
}
if (_IsHit==0)
{
o.color = 0;
}
o.uv = v.texcoord.xy;
return o;
}
uniform sampler2D _MainTex;
uniform fixed4 _MainTint;
fixed4 frag(v2f i) : COLOR {
fixed4 texcol = tex2D(_MainTex, i.uv);
texcol *= _MainTint;
//texcol *= _MainTintPower * 2;
texcol.rgb += i.color;
//texcol.a=0;
if(_IsECHO == 0)
{
clip(texcol.a - _AlphaCutoff);
}
return texcol;
}
ENDCG
}
}
}