Shader "Custom/BothSufrace"{ Properties{ _FrontTex ("Texture", 2D) = "white" {} _BackTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass{ Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata{ float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f{ float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _FrontTex; float4 _FrontTex_ST; v2f vert (appdata v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _FrontTex); return o; } fixed4 frag (v2f i) : SV_Target{ fixed4 col = tex2D(_FrontTex, i.uv); return col; } ENDCG }//Pass Pass{ Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata{ float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f{ float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _BackTex; float4 _BackTex_ST; v2f vert (appdata v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _BackTex); return o; } fixed4 frag (v2f i) : SV_Target{ fixed4 col = tex2D(_BackTex, i.uv); return col; } ENDCG }//Pass }//SubShader }