# 【Shader练习-双面材质】
包括了以下练习内容:
- 法线和视线。
- 纹理采样。
TwoFaceShader.shader
Shader "Unlit/TwoFaceShader"
{
Properties
{
_FrontTex ("FrontTex", 2D) = "white" {}
_BackTex ("BackTex", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 nDirWS : TEXCOORD1;
float4 posWS : TEXCOORD2;
};
sampler2D _FrontTex;
sampler2D _BackTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.nDirWS = UnityObjectToWorldNormal(v.normal);
o.posWS = mul(unity_ObjectToWorld,v.vertex).xyzw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 世界空间下的摄像机方向
float3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz);
// 模型法线与眼睛视线方向的点积,法线和视线同向 > 0 反向 < 0
float ndv = dot(i.nDirWS,vDirWS);
if(ndv > 0){
fixed4 col_b = tex2D(_BackTex, i.uv);
return col_b;
}else{
fixed4 col_f = tex2D(_FrontTex, i.uv);
return col_f;
}
}
ENDCG
}
}
}