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@neuman
Last active August 29, 2015 14:05
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texture_inside.shader
Shader "Custom/texture_inside" {
Properties {
_Color("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans(A)", 2D)="white"{}
}
SubShader {
Tags { "RenderType" = "Opaque" }
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
fixed4 _Color;
void vert(inout appdata_full v)
{
v.normal.xyz = v.normal * -1;
}
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}
@neuman
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neuman commented Aug 24, 2014

My first unity code. This shader causes the texture to be rendered on both the inside and outside surfaces of a model. Can easily be modified to render on the inside only by adjusting the cull setting.

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