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Two side turn on-Cull on to Unity shader.

October 18, 2010

아무리 찾아 봐도 메트리얼에 Cull 옵션이 없어서 고민 하다가… 간단히 해결.

쉐어 코드 단에 cull off 라고 한 줄 입력 해 주시면 된다.ㅋ;

Shader “New Shader” {
 Properties {
  _MainTex (“Base (RGB)”, 2D) = “white” {}
 SubShader {
  Tags { “RenderType”=”Opaque” }
  LOD 200
  cull off //컬링 제거
  #pragma surface surf Lambert

  void surf (Input IN, inout SurfaceOutput o) {
   half4 c = tex2D (_MainTex, IN.uv_MainTex);
   o.Albedo = c.rgb;
   o.Alpha = c.a;
 FallBack “Diffuse”

  sampler2D _MainTex;

  struct Input {
   float2 uv_MainTex;

단 아직 문제는 평면 메시에 셋 노멀에 대한 정화한 명시가 없어서 그런지 광원과 문제를 좀 일으킨다.

이 부분은 유니티 쉐이더 문법 보다 범용 표준 쉐이더 문법으로 다시 짜는게 좋겠다.

From → Unity3D Study

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