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Question by Arshia001 · Jan 06, 2014 at 10:18 AM · shadersurface shader

Multipass Surface Shader (or equivalent)?

Hi all.

I'm trying to create a real two-side shader. For that, I need to render two passes: one with front faces, one with back faces and flipped normals. The problem, is that I can't define a CGPROGRAM which does surface shading in a Pass. It seems CGPROGRAM's in passes can only do vertex/fragment shading. So how would I do this? I can't think of a way to combine the two passes into one, and I also can't figure out a way to do two surface shader passes. Any help would be highly appreciated.

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Answer by tanoshimi · Jan 06, 2014 at 07:45 PM

You can't explicitly define passes for surface shaders; Unity creates them automatically. But that doesn't mean you can't have multipass surface shaders - you just list the appropriate surface shader code one after another and, in the compiled output, Unity will create the corresponding passes, one after another.

For example, a material using the following surface shader renders green front faces and red back faces:

 Shader "Custom/DoubleSided" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200

             // Render back faces first
         Cull Front
         CGPROGRAM
         #pragma surface surf Lambert vertex:vert
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         // Flip normal for back faces
         void vert (inout appdata_full v) {
             v.normal *= -1;
           }

             // Red back faces
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = fixed3(1,0,0);
             o.Alpha = c.a;
         }
         ENDCG
         
         // Now render front faces
         Cull Back
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };

             // Green front faces
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = fixed3(0,1,0);
             o.Alpha = c.a;
         }
         ENDCG
         
         
     } 
     FallBack "Diffuse"
 }

Applied to a cylinder mesh with the top face removed gives:

alt text


doublesided.jpg (22.9 kB)
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avatar image Hoeloe · Jan 06, 2014 at 08:10 PM 0
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Huh. I did not know you could do that. There are benefits to having the different faces as separate shaders (it allows you to mix and match styles - e.g. have a specular shader on one side and a normal mapped shader on the other - without having to make a shader for each combination), but this is a rather neat way to do this.

avatar image Arshia001 · Jan 06, 2014 at 09:53 PM 0
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What the... I never even imagined it would work this way; actually, it's so simple that it's hurting my pride. Anyway, thanks a ton for this! $$anonymous$$eanwhile, I also found another way. You can write many shaders and combine them into one with usepass, but even that's not necessary anymore.

avatar image Hoeloe · Jan 06, 2014 at 10:36 PM 0
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I'd completely forgotten about usepass. Should be worth noting that usepass is not compatible with Unity free.

avatar image WillNode · Jun 07, 2015 at 01:03 PM 0
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why this is not included in documentation? I've looking this for hours, and came up with this one.

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Answer by Hoeloe · Jan 06, 2014 at 10:57 AM

You can't. You need to use either a vertex shader or two separate shaders, and give the object two materials. I have a package on the asset store that does exactly this using the second of those methods: https://www.assetstore.unity3d.com/#/content/11351

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