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Question by eldanu · Feb 06, 2017 at 10:14 PM · materialshadersopacitydouble-sided

Two sided material with Opacity

this is my problem. I wanted to use a two-sided material and found a code for the shader but I also want it to have opacity and to be able to use the normal map and this shader does not work. I know nothing about programming but I'm going to paste here the shader I'm using If anyone knows how to make a shader that supports, normal map, opacity and that is two-sided I will be very grateful.

 Shader "Custom/Standard Two Sided AlphaTest" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         [NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {}
         [Toggle] _UseMetallicMap ("Use Metallic Map", Float) = 0.0
         [NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "black" {}
         [Gamma] _Metallic ("Metallic", Range(0,1)) = 0.0
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _BumpScale("Scale", Float) = 1.0
         [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
         _Cutoff("Alpha Cutoff", Range(0.01,1)) = 0.5
     }
     SubShader {
         Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
         LOD 200
         ZWrite On
         Cull Off
    
         CGPROGRAM
         #pragma surface surf Standard fullforwardshadows alpha:_Cutoff nolightmap addshadow
         #pragma shader_feature _USEMETALLICMAP_ON
         #pragma target 3.0
         sampler2D _MainTex;
         sampler2D _MetallicGlossMap;
         sampler2D _BumpMap;
         struct Input {
             float2 uv_MainTex;
             fixed facing : VFACE;
         };
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
         half _BumpScale;
         fixed _Cutoff;
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
  
             #ifdef _USEMETALLICMAP_ON
             fixed4 mg = tex2D(_MetallicGlossMap, IN.uv_MainTex);
             o.Metallic = mg.r;
             o.Smoothness = mg.a;
             #else
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             #endif
  
             o.Normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex), _BumpScale);
             o.Normal.z *= IN.facing; // flip Z based on facing
         }
         ENDCG
     }
     FallBack "Diffuse"
 }

  
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