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Question by sa-developers · Feb 03, 2019 at 05:32 PM · shadershadersmaterialstransparencyshader programming

See backside of a transparent emissive shader?

I followed an online tutorial which helped me make a shield/forcefield like effect with a heat map. The results look very good, but unfortunately it has a drawback. I can only see the effect on the front of the sphere, the side the camera is looking at. if a projectile hits the back side (that faces away from the camera) the effect is not visible unless I rotate the camera to that side of the sphere. Problem Image How can I change my shader to make the effects on the other side of my object also visable?

Here is the code:

 Shader "Custom/ShieldShader"
 {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _PointColor("Point Color (RGB)", Color) = (1, 0, 0, 1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _ImpactSize("Impact Size", Float) = 0.5
         _GlowIntensity("Glow Intensity", Int) = 2
     }
     SubShader
     {
         //Tags { "RenderType"="Opaque" }
         Tags {"Queue" = "Transparent" "RenderType" = "Transparent" }
         LOD 200
 
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows alpha:auto
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input
         {
             float2 uv_MainTex;
             float3 worldPos;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         fixed4 _PointColor;
 
 
         //######################### OWN CODE
         float _ImpactSize;
         int _GlowIntensity;
 
         int _arrPointsSize;
         fixed4 _arrPoints[50];
 
 
         UNITY_INSTANCING_BUFFER_START(Props)
         UNITY_INSTANCING_BUFFER_END(Props)
 
 
 
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
 
 
             fixed emmissive = 0;
 
             float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1)).xyz;
 
                 for (int i = 0; i < _arrPointsSize; i++) {
                     emmissive += max(0, frac(1.0 - max(0, (_arrPoints[i].w * _ImpactSize) - distance(_arrPoints[i].xyz, objPos.xyz)) / _ImpactSize) * (1 - _arrPoints[i].w));
                     //emmissive += (max(0, (_arrPoints[i].w * _ImpactSize) - distance(_arrPoints[i].xyz, objPos.xyz)) / _ImpactSize) * (1 - _arrPoints[i].w) * _GlowIntensity;
                 } 
 
                 
 
             o.Albedo = c.rgb;
             o.Emission = emmissive * _PointColor;
             o.Metallic = 0;
             o.Smoothness = 0;
             //o.Alpha = c.a;
             o.Alpha = 0;
             
         }
         ENDCG
     }
     FallBack "Standard"
 }


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