那点破事
在其它三维软件中设置好的双面材质导入到
unity3d
中就失去了效果,
不过我们
可以通过自定义材质来在
unity3d
中实现双面材质的效果。步骤如下:
1
、在资源库中新建一新
shader
;代码如下:
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" = "PixelOrNone"}
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 {