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Question by Harardin · Aug 18, 2015 at 01:23 PM · shadergraphicstransparency

How to see both sides of transparrent mesh?

Hello everyone I am not so experienced with graphics in Unity, can anyone please help. How can I make mesh visible from both sides? The mesh is just a plane. Thanks Here some screenshots: If look from upper side alt text

If look under the iron net.

alt text

Here is a shader I use just one of the standart.

Transparent/Cutout/Diffuse Shader

2.png (311.6 kB)
1.png (319.0 kB)
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avatar image Calum-McManus · Aug 18, 2015 at 01:46 PM 1
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Could we see the shader you are currently using for this mesh as I can modify it for you to show both sides :)

avatar image Harardin · Aug 18, 2015 at 01:52 PM 0
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Calum.McManus I use Transparent/Cutout/Diffuse Shader Thanks for your reply

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Answer by Calum-McManus · Aug 18, 2015 at 02:00 PM

  Shader "Transparent/Cutout/DiffuseCullOff" {
  Properties {
      _Color ("Main Color", Color) = (1,1,1,1)
      _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
      _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  }
  
  SubShader {
      Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
      LOD 200
      Cull Off
      
  CGPROGRAM
  #pragma surface surf Lambert alphatest:_Cutoff
  
  sampler2D _MainTex;
  fixed4 _Color;
  
  struct Input {
      float2 uv_MainTex;
  };
  
  void surf (Input IN, inout SurfaceOutput o) {
      fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
      o.Albedo = c.rgb;
      o.Alpha = c.a;
  }
  ENDCG
  }
  
  Fallback "Transparent/Cutout/VertexLit"
  }


The "Cull" function in a shader can be used to stop backwards facing faces from being rendered as it usually good for optimisation, but changing it to Cull Off it will render both sides :)

Just save this as a shader and apply this one to the material

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avatar image Harardin · Aug 18, 2015 at 02:01 PM 0
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Many thanks to you.

avatar image Calum-McManus · Aug 18, 2015 at 02:20 PM 0
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If it works don't forget to mark the answer as correct to close the topic :)

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