思路
Surface不能像顶点/片元着色器一样用两个PASS
Call back
渲染正面的代码
Call front
渲染反面的代码
代码
Shader "Unlit/shader1"
{
Properties
{
_MainTex ("Particle Texture", 2D) = "white" {}
_RimColor ("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColor ("Inner Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColorPower ("Inner Color Power", Range(0.0,1.0)) = 0.5
_RimPower ("Rim Power", Range(0.0,5.0)) = 2.5
_AlphaPower ("Alpha Rim Power", Range(0.0,8.0)) = 4.0
_AllPower ("All Power", Range(0.0, 10.0)) = 1.0
_InnerAlphaBase ("Inner Alpha Base", Range(0.0, 1.0)) = 1.0
_backMainTex ("backParticle Texture", 2D) = "white" {}
_backRimColor ("backRim Color", Color) = (0.5,0.5,0.5,0.5)
_backInnerColor ("backInner Color", Color) = (0.5,0.5,0.5,0.5)
_backInn

本文详细介绍了一种在Unity中实现双面不同效果渲染的技术,通过定制Shader来分别控制正反面的光照、颜色和透明度,适用于特殊视觉效果的游戏开发。
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