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  • [转]unity3d中创建双面材质

    在其它三维软件中设置好的双面材质导入到unity3d中就失去了效果,不过我们可以通过自定义材质来在unity3d中实现双面材质的效果。步骤如下:
    1、在资源库中新建一新shader;代码如下:

    Shader "DoubleSided" {
       Properties {
          _Color ("Main Color", Color) = (1,1,1,1)
          _MainTex ("Base (RGB)", 2D) = "white" {}
          //_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
       }
       SubShader {      
          //UsePass "Self-Illumin/VertexLit/BASE"
          //UsePass "Bumped Diffuse/PPL"
          
          // Ambient pass
          Pass {
          Name "BASE"
          Tags {"LightMode" = "PixelOrNone"}
          Color [_PPLAmbient]
          SetTexture [_BumpMap] {
             constantColor (.5,.5,.5)
             combine constant lerp (texture) previous
             }
          SetTexture [_MainTex] {
             constantColor [_Color]
             Combine texture * previous DOUBLE, texture*constant
             }
          }
       
       // Vertex lights
       Pass {
          Name "BASE"
          Tags {"LightMode" = "Vertex"}
          Material {
             Diffuse [_Color]
             Emission [_PPLAmbient]
             Shininess [_Shininess]
             Specular [_SpecColor]
             }
          SeparateSpecular On
          Lighting On
          Cull Off
          SetTexture [_BumpMap] {
             constantColor (.5,.5,.5)
             combine constant lerp (texture) previous
             }
          SetTexture [_MainTex] {
             Combine texture * previous DOUBLE, texture*primary
             }
          }
       }
       FallBack "Diffuse", 1
    }

    然后在模型材质中更改shader为上面新建的Nature/Vegitation Vertex Lit这个shader即可实现双面效果。

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  • 原文地址:https://www.cnblogs.com/njflash/p/3326361.html
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