Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
This question was closed Feb 09, 2015 at 09:41 PM by meat5000 for the following reason:

Question for U5Beta forum

avatar image
1
Question by turdann · Feb 05, 2015 at 12:55 PM · unity 5shaderdouble-sidedcloth renderer

Unity 5 standard material for cloth (double-sided)

We want to make a cape for a character in Unity 5. We are using the new Cloth component. The problem is that the cape has to be seen for both sides, but we don't find the way to use the new standard material of Unity 5 in both sides. Is it possible? Are you doing a double-sided version of this shader?

I guess that this is not a strange feature, for example, is not possible to use the new unity 5 material in a flag?

Thanks!

Comment
Add comment · Show 2
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 Tiefer · Feb 09, 2015 at 09:21 PM 0
Share

Hi, I'm a modeller working on a project using Unity 5 right now...I've been told by the TD and programmers that we can't use cloth because its apparently broken in Unity 5...I'd just like to know...is this true? No capes, and such for the new Unity? If so I have to throw out a bit of work. Sorry this is a newbie question, I need to mess around with the engine myself perhaps to find out...but if you have any verification one way or the other I'd be curious to know...

thanks,

-Josh

avatar image meat5000 ♦ · Feb 09, 2015 at 09:40 PM 0
Share

Please take this to the Unity 5 Preorder Beta forum.

We can't support it here as its currently in Beta. The chances of bugs are very high and many issues will be resolved with further updates.

1 Reply

  • Sort: 
avatar image
4

Answer by El Maxo · Feb 05, 2015 at 04:38 PM

Here is double sided shader that i have used in unity 5:

 Shader "DoubleSided" {
     Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _MainTex ("Base (RGB)", 2D) = "white" {}
         //_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
     }
     SubShader {     
         //UsePass "Self-Illumin/VertexLit/BASE"
         //UsePass "Bumped Diffuse/PPL"
         // Ambient pass
        Pass {
         Name "BASE"
         Tags {"LightMode" = "Always" /* Upgrade NOTE: changed from PixelOrNone to Always */}
         Color [_PPLAmbient]
         SetTexture [_BumpMap] {
             constantColor (.5,.5,.5)
             combine constant lerp (texture) previous
             }
         SetTexture [_MainTex] {
             constantColor [_Color]
             Combine texture * previous DOUBLE, texture*constant
             }
         }
     // Vertex lights
     Pass {
         Name "BASE"
         Tags {"LightMode" = "Vertex"}
         Material {
             Diffuse [_Color]
             Emission [_PPLAmbient]
             Shininess [_Shininess]
             Specular [_SpecColor]
             }
         SeparateSpecular On
         Lighting On
         Cull Off
         SetTexture [_BumpMap] {
             constantColor (.5,.5,.5)
             combine constant lerp (texture) previous
             }
        SetTexture [_MainTex] {
 
             Combine texture * previous DOUBLE, texture*primary
             }
         }
     } 
     FallBack "Diffuse", 1
 }
 

Comment
Add comment · Show 5 · 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 turdann · Feb 06, 2015 at 11:46 AM 0
Share

Thanks El $$anonymous$$axo for your shader, but it's not exactly what we was looking for. I'd like to have the same parameters that a standard material has (Albedo, $$anonymous$$etallic with smoothness, Normal $$anonymous$$ap, Height $$anonymous$$ap, etc). Is it possible?

If not, I'll use your shader, but maybe it needs some changes because I can't see specular or diffuse lights on objects using this shader

avatar image El Maxo · Feb 06, 2015 at 12:08 PM 0
Share

Sorry about the mix up, I thought that you were just after a dubblesided shader, I have very little knowledge on program$$anonymous$$g shaders, sorry I cant be of anymore help

avatar image Mmmpies · Mar 14, 2015 at 02:21 PM 0
Share

Not an expert on shaders either but I have read the the thing that makes it double sided is

 Cull Off

So find a shader that works as you want open it and change the Cull On to Cull Off.

EDIT

$$anonymous$$yBad looks like turning off Culling will work but a more professional use is to Cull Front and Cull Back so they react to light differently.

Not sure if it'll help you but might help you search Google/Answers for an example shader that does what you want.

avatar image mmilne · Apr 21, 2015 at 02:15 AM 1
Share

this helped me a lot. Thanks El $$anonymous$$axo!!

avatar image El Maxo · Apr 21, 2015 at 07:48 AM 0
Share

No probs mate

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

Objects Not Visible In Low End Computer. (Shader Error) 1 Answer

Read depth buffer on the cpu 1 Answer

Control cubemap reflection amount from metallic and smoothness properties 0 Answers

Unlit Transparent Shader 0 Answers

Replacing lightmap shader pass 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