Max或maya导出的模型经常会有单面材质的效果,大概率是法线或是单面材质的问题。可以用双面shader解决。发现一个比较好用的,转载码一下。原地址:https://blog.csdn.net/liang_704959721/article/details/88681768
shader代码如下:
Shader "yh/DoubleSide" { Properties { _MainTex ("MainTex (RGB)", 2D) = "white" {} //颜色贴图 _MainTint ("Main Color", Color) = (0.5, 0.5, 0.5, 1) _MainTintPower ("Main Color Power", Float ) = 1.2 _XRayColor ("XRay Color", Color) = (1, 1, 1, 1) //(0.435, 0.851, 1, 0.419) _XRayPower ("XRay Power", Float) = 0.5 //透明度裁剪(模型头发之类的) _AlphaCutoff ("Alpha cutoff", Float) = 0.5 //受击发光颜色 _HitColor ("Hit Color", Color) = (0.6,0.6,0.6,1) _HitColorWidth ("Hit Color Width", Float) = 0.8 //是否被击0没有被击 1被击中,正常要设置为0(制作材质球时打到1可调受击颜色,然后调到0即可正常显示颜色) _IsHit ("Is Hit", Range(0, 1)) = 0 //是否经济模式,经济模式不透明裁剪 _IsECHO ("Is ECHO", Range(0, 1)) = 0 } SubShader { Tags { "Queue"="Geometry+200" "RenderType"="Opaque" } Fog { Mode off } //LOD 200 Blend SrcAlpha OneMinusSrcAlpha Pass { Lighting Off Cull Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; fixed3 color : COLOR; }; uniform float4 _MainTex_ST; uniform fixed4 _HitColor; float _HitColorWidth; fixed _AlphaCutoff; float _IsHit; float _MainTintPower; float _IsECHO; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); if(_IsHit==1) { float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); float dotProduct = 1 - dot(v.normal, viewDir); o.color = smoothstep(1 - _HitColorWidth, 1.0, dotProduct); o.color *= _HitColor; } if (_IsHit==0) { o.color = 0; } o.uv = v.texcoord.xy; return o; } uniform sampler2D _MainTex; uniform fixed4 _MainTint; fixed4 frag(v2f i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv); texcol *= _MainTint; //texcol *= _MainTintPower * 2; texcol.rgb += i.color; //texcol.a=0; if(_IsECHO == 0) { clip(texcol.a - _AlphaCutoff); } return texcol; } ENDCG } } }