Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Hovington234 · Mar 23, 2018 at 08:47 AM · shadershaders

shaders question,shaders question !

I have a half sphere that i want to make the inside visible only when someone is gonna be in it. Like from the outside, it looks like there is nothing, but inside we can see the textures. i hav find one that is working, but only with colors. I want to be able to choose my textures for the insidee

 Shader "Custom/InsideShader" {
      Properties {
          _InsideColor ("Inside Color", Color) = (1,0,0,1)
          _OutsideColor ("Outside Color", Color) = (0,0,1,0.2)
                  _MainTex ("MainTex", 2D) = "white" {}
         _Tint ("Tint", Range(0, 1)) = 0
         _OutlineWidth ("Outline Width", Range(0, 0.001)) = 0
         _ShadowTint ("Shadow Tint", Color) = (0.5,0.5,0.5,1)
         _RotateSpeed ("Rotate Speed", Float ) = 1
         _OverlayTexture ("Overlay Texture", 2D) = "white" {}
      }
  SubShader {
          Tags { "Queue"="Transparent" "RenderType"="Transparent" }
          Blend SrcAlpha OneMinusSrcAlpha 
          ZWrite Off
          Pass {
              Cull Back
              Stencil {
                  Ref 2
                  Comp always
                  Pass replace
              }            
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              fixed4 _OutsideColor;
              float4 vert(float4 v:POSITION) : SV_POSITION {
                  return UnityObjectToClipPos (v);
              }
              fixed4 frag() : COLOR {
                  return _OutsideColor;
              }
              ENDCG
          }
          Pass {
              Cull Front
              Stencil {
                  Ref 2
                  Comp NotEqual
                  Pass Zero
              }            
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              fixed4 _InsideColor;
              float4 vert(float4 v:POSITION) : SV_POSITION {
                  return UnityObjectToClipPos (v);
              }
              fixed4 frag() : COLOR {
                  return _InsideColor;
              }
              ENDCG
          }
      }
      FallBack "Diffuse"
  }
 

,I have a half sphere that i want to put a shaders tahts gonna make the inside visible but the outside not visible. I've find one code to be able to get the result, but i want to put a textures in the inside of the sphere. Any help ?

 Shader "Custom/InsideShader" {
      Properties {
          _InsideColor ("Inside Color", Color) = (1,0,0,1)
          _OutsideColor ("Outside Color", Color) = (0,0,1,0.2)
                  _MainTex ("MainTex", 2D) = "white" {}
         _Tint ("Tint", Range(0, 1)) = 0
         _OutlineWidth ("Outline Width", Range(0, 0.001)) = 0
         _ShadowTint ("Shadow Tint", Color) = (0.5,0.5,0.5,1)
         _RotateSpeed ("Rotate Speed", Float ) = 1
         _OverlayTexture ("Overlay Texture", 2D) = "white" {}
      }
  SubShader {
          Tags { "Queue"="Transparent" "RenderType"="Transparent" }
          Blend SrcAlpha OneMinusSrcAlpha 
          ZWrite Off
          Pass {
              Cull Back
              Stencil {
                  Ref 2
                  Comp always
                  Pass replace
              }            
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              fixed4 _OutsideColor;
              float4 vert(float4 v:POSITION) : SV_POSITION {
                  return UnityObjectToClipPos (v);
              }
              fixed4 frag() : COLOR {
                  return _OutsideColor;
              }
              ENDCG
          }
          Pass {
              Cull Front
              Stencil {
                  Ref 2
                  Comp NotEqual
                  Pass Zero
              }            
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              fixed4 _InsideColor;
              float4 vert(float4 v:POSITION) : SV_POSITION {
                  return UnityObjectToClipPos (v);
              }
              fixed4 frag() : COLOR {
                  return _InsideColor;
              }
              ENDCG
          }
      }
      FallBack "Diffuse"
  }
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

129 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

viewDir changes with o.Normal 1 Answer

How to set shader vertex normals to face up 1 Answer

shader Transparency 1 Answer

Standard Shader Still Visible through Stencil Shader 0 Answers

EnableKeyword("_EMISSION") not working 2019.3.13f1 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges