イラスト、モデリング、Unity、VR関連

unityとかblenderとかvr関連の作業メモ

shader 両面テクスチャ

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
}