Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 Rush3fan · May 15, 2012 at 04:14 PM · shaderrendermodifyilluminationbackface

How do I modify the self illum diffuse shader to not cull backfaces?

I'm really new to this an I'm trying to modify the self illumin shader so that it doesn't cull the backfaces of my geometry. Here is the code I tried modifying:

 Shader "Self-Illumin/DiffuseBackface" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
     _Illum ("Illumin (A)", 2D) = "white" {}
     _EmissionLM ("Emission (Lightmapper)", Float) = 0
 }
 SubShader {
 
     Tags { "RenderType"="Opaque" }
     LOD 200
     
 CGPROGRAM
 #pragma surface surf Lambert
 
 sampler2D _MainTex;
 sampler2D _Illum;
 fixed4 _Color;
 
 struct Input {
     float2 uv_MainTex;
     float2 uv_Illum;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     fixed4 c = tex * _Color;
     o.Albedo = c.rgb;
     o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
     o.Alpha = c.a;
 }
 ENDCG
         Pass {
             Cull Off
         }
 } 
 FallBack "Self-Illumin/VertexLit"
 }




Notice I added the Pass{Cull Off} I don't think that's right..

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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Piflik · May 15, 2012 at 04:20 PM

Cull off is essentially right, but at the wrong position. Try this:

 Shader "Self-Illumin/DiffuseBackface" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
     _Illum ("Illumin (A)", 2D) = "white" {}
     _EmissionLM ("Emission (Lightmapper)", Float) = 0
 }
 SubShader {
 
     Tags { "RenderType"="Opaque" }
     LOD 200
     Cull Off
 
 CGPROGRAM
 #pragma surface surf Lambert
 
 sampler2D _MainTex;
 sampler2D _Illum;
 fixed4 _Color;
 
 struct Input {
     float2 uv_MainTex;
     float2 uv_Illum;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     fixed4 c = tex * _Color;
     o.Albedo = c.rgb;
     o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
     o.Alpha = c.a;
 }
 ENDCG
 
 } 
 FallBack "Self-Illumin/VertexLit"
 }
Comment
Add comment · Show 1 · Share
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
avatar image Rush3fan · May 15, 2012 at 04:24 PM 0
Share

Oh.. Thanks! That works great! Sorry for the noob question..

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Transparent Shader Render Order Issue 0 Answers

Illuminate specific parts of a texture? 1 Answer

How to render projector in front of walls but behind player? 1 Answer

set the intensity of the illumination 1 Answer

Problem with flipping ! 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