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@TheStoneBook
Created September 7, 2018 04:14
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【Unity】表裏両面に別々のテクスチャを貼っつけるシェーダ【Shader】
Shader "Unlit/Reversible"
{
Properties
{
_MainTexA ("TextureA", 2D) = "white" {}
_MainTexB ("TextureB", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull off//カリング処理をOFFに。
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTexA;
sampler2D _MainTexB;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i, fixed facing : VFACE) : SV_Target
{
return (facing > 0) ? tex2D(_MainTexA, i.uv) : tex2D(_MainTexB, i.uv);
//facing>0の時は表、facing<=0の時は裏
}
ENDCG
}
}
}
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