Tu fais une copie du normal-diffuse que tu renommes normal-diffudse2sided par exemple, tu le modifies comme giyomuSan t'as expliqué et tu le mets dans tes assets pour le réutiliser.
Code : Tout sélectionner
Shader "Diffuse2sided" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
Category {
Tags { "RenderType"="Opaque" }
LOD 200
Blend AppSrcAdd AppDstAdd
Fog { Color [_AddFog] }
// ------------------------------------------------------------------
// ARB fragment program
Cull Off
SubShader {
// Ambient pass
Pass {
Name "BASE"
Tags {"LightMode" = "PixelOrNone"}
Color [_PPLAmbient]
SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
}
// Vertex lights
Pass {
Name "BASE"
Tags {"LightMode" = "Vertex"}
Lighting On
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
SetTexture [_MainTex] { constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
}
// Pixel lights
Pass {
Name "PPL"
Tags { "LightMode" = "Pixel" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_builtin
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
V2F_POS_FOG;
LIGHTING_COORDS
float2 uv;
float3 normal;
float3 lightDir;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
uniform sampler2D _MainTex;
float4 frag (v2f i) : COLOR
{
// The eternal tradeoff: do we normalize the normal?
//float3 normal = normalize(i.normal);
float3 normal = i.normal;
half4 texcol = tex2D( _MainTex, i.uv );
return DiffuseLight( i.lightDir, normal, texcol, LIGHT_ATTENUATION(i) );
}
ENDCG
}
}
// ------------------------------------------------------------------
// Radeon 9000
SubShader {
// Ambient pass
Pass {
Name "BASE"
Tags {"LightMode" = "PixelOrNone"}
Color [_PPLAmbient]
SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
}
// Vertex lights
Pass {
Name "BASE"
Tags {"LightMode" = "Vertex"}
Lighting On
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
SetTexture [_MainTex] { constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
}
// Pixel lights with 0 light textures
Pass {
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "0"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, (0,0,0,0)
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r2, t1.str; # normal
DOT3 r5.sat, r2, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0, r0, r5;
MUL r0.rgb.2x, r0, c0;
MOV r0.a, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
}
// Pixel lights with 1 light texture
Pass {
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "1"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform float4x4 _SpotlightProjectionMatrix0;
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float4 LightCoord0 : TEXCOORD3;
};
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
o.LightCoord0 = mul(_SpotlightProjectionMatrix0, v.vertex);
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, (0,0,0,0)
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r4, t1.str; # normal
SampleMap r2, t3.str; # a = attenuation
DOT3 r5.sat, r4, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.rgb, r0, r2.a; # attenuate
MOV r0.a, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
SetTexture[_LightTexture0] {combine texture}
}
// Pixel lights with 2 light textures
Pass {
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "2"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform float4x4 _SpotlightProjectionMatrix0;
uniform float4x4 _SpotlightProjectionMatrixB0;
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float4 LightCoord0 : TEXCOORD3;
float4 LightCoordB0 : TEXCOORD4;
};
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
o.LightCoord0 = mul(_SpotlightProjectionMatrix0, v.vertex);
o.LightCoordB0 = mul(_SpotlightProjectionMatrixB0, v.vertex);
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, (0,0,0,0)
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r4, t1.str; # normal
SampleMap r2, t3.stq_dq; # a = attenuation 1
SampleMap r3, t4.stq_dq; # a = attenuation 2
DOT3 r5.sat, r4, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.rgb, r0, r2.a; # attenuate
MUL r0.rgb, r0, r3.a;
MOV r0.a, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
SetTexture[_LightTexture0] {combine texture}
SetTexture[_LightTextureB0] {combine texture}
}
}
// ------------------------------------------------------------------
// Radeon 7000
Category {
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
Lighting On
SubShader {
// Ambient pass
Pass {
Name "BASE"
Tags {"LightMode" = "PixelOrNone"}
Color [_PPLAmbient]
Lighting Off
SetTexture [_MainTex] {Combine texture * primary DOUBLE, primary * texture}
}
// Vertex lights
Pass {
Name "BASE"
Tags {"LightMode" = "Vertex"}
Lighting On
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
SetTexture [_MainTex] {Combine texture * primary DOUBLE, primary * texture}
}
// Pixel lights with 2 light textures
Pass {
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "2"
}
ColorMask RGB
SetTexture [_LightTexture0] { combine previous * texture alpha, previous }
SetTexture [_LightTextureB0] { combine previous * texture alpha, previous }
SetTexture [_MainTex] { combine previous * texture DOUBLE }
}
// Pixel lights with 1 light texture
Pass {
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "1"
}
ColorMask RGB
SetTexture [_LightTexture0] { combine previous * texture alpha, previous }
SetTexture [_MainTex] { combine previous * texture DOUBLE }
}
// Pixel lights with 0 light textures
Pass {
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "0"
}
ColorMask RGB
SetTexture[_MainTex] { combine previous * texture DOUBLE }
}
}
}
}
Fallback "VertexLit", 2
}
C'est juste le shader diffus renommé et avec une ligne en plus. Je sais pas si c'est bien fais, si la ligne est au bon endroit mais ca marche chez moi
Après les shaders ne se programment pas de la même manière sur toutes les cartes graphiques, donc à tester.