创建一个sphere,scale的x,y,z分别设置为30
创建一个SurfaceShader,右键Assets–>Create–>Shader–>InsideVisible
Shader "Custom/InsideVisible" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
Cull front // ADDED BY BERNIE, TO FLIP THE SURFACES
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// ADDED BY BERNIE:
v.texcoord.x = 1 - v.texcoord.x;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col;
}
ENDCG
}
}
}
把sphere的shader设置为Custom/InsideVisible

本文介绍如何在Unity中创建一个带有自定义着色器的球体,该着色器能够反转纹理坐标并使表面可见。首先,创建一个球体并将缩放设置为30。接着,创建名为InsideVisible的SurfaceShader,通过修改Pass内的CGPROGRAM代码实现纹理翻转效果。
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