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Question by kannan21 · Aug 01, 2015 at 11:36 AM · shadermaterialpost processingpost effects

Is there any way to apply different textures to a plane on front and back?

I am trying to create a page. Which has two sides. So i need to apply two textures front and back to that page. Is there any kind of shader for this?

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avatar image Cherno · Aug 01, 2015 at 11:42 AM 1
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You don't need a shader, you either have to to the UV mapping in your 3D modelling application, or do it via code, in which case you have to create two submeshes, assign the UVs, and assign two materials to the $$anonymous$$eshRenderer component. Take a look at the Scripting API for the $$anonymous$$esh class, and $$anonymous$$esh.uv as well as this tutorial:

Procedural generated mesh in Unity part 2 with UV mapping

avatar image kannan21 · Aug 01, 2015 at 11:52 AM 0
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Thank you. It should work.

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Answer by Positive7 · Aug 01, 2015 at 12:08 PM

 Shader "Transparent/Cutout/Bumped Diffuse Backwards" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
     _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
 }
  
 SubShader {
     Tags {"IgnoreProjector"="True" "RenderType"="TransparentCutout"}
     LOD 300
     Cull Off
    
 CGPROGRAM
 #pragma surface surf Lambert alphatest:_Cutoff
  
 sampler2D _MainTex;
 sampler2D _BumpMap;
 float4 _Color;
  
 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
 };
  
 void surf (Input IN, inout SurfaceOutput o) {
     half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
     o.Normal = -UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 }
 ENDCG
 }
  
 FallBack "Transparent/Cutout/Diffuse"
 }
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