• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Noxury · Mar 25, 2016 at 05:27 PM · shadercullingbackfaceunlit transparent

Backface Culling Off for Unlit Transparent Shader

Hello,

I have an Unlit Transparent Shader which I have found on this site.

Now I want to add an backface culling off property to render a mesh on both sides:

 Shader "Unlit/AlphaSelfIllum" {
 Properties {
     _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
     _MainTex ("Base (A=Opacity)", 2D) = ""
 }
  
 Category {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
     ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha
  
     SubShader {Pass {
         Cull Off
         GLSLPROGRAM
         varying mediump vec2 uv;
        
         #ifdef VERTEX
         uniform mediump vec4 _MainTex_ST;
         void main() {
             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
             uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
         }
         #endif
        
         #ifdef FRAGMENT
         uniform lowp sampler2D _MainTex;
         uniform lowp vec4 _Color;
         void main() {
             gl_FragColor = texture2D(_MainTex, uv) * _Color;
         }
         #endif     
         ENDGLSL
     }}
    
     SubShader {Pass {
         SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
     }}
 }
 }

But Cull Off has no effect. Any suggestions?

Comment
marquizzo

People who like this

1 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image

Answer by SquareR00T · Aug 06, 2017 at 03:09 PM

place the Cull Off tag just below the ZWrite Off, like so:

 Shader "Unlit/AlphaSelfIllum" {
   Properties {
          _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
          _MainTex ("Base (A=Opacity)", 2D) = ""
      }
       
      Category {
          Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
          ZWrite Off
          Cull Off
          Blend SrcAlpha OneMinusSrcAlpha
       
          SubShader {
          Pass {
              
              GLSLPROGRAM
              varying mediump vec2 uv;
             
              #ifdef VERTEX
              uniform mediump vec4 _MainTex_ST;
              void main() {
                  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                  uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
              }
              #endif
             
              #ifdef FRAGMENT
              uniform lowp sampler2D _MainTex;
              uniform lowp vec4 _Color;
              void main() {
                  gl_FragColor = texture2D(_MainTex, uv) * _Color;
              }
              #endif     
              ENDGLSL
            }
          }
         
          SubShader {
          Pass {
              SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
          }
        }
      }
    }

Comment
CADS
marquizzo

People who like this

2 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Link0n3 · Jul 26, 2019 at 08:18 PM 0
Share

Why does this work like this? Some insight?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

55 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem with flipping ! 0 Answers

Culling Shader 1 Answer

Disable backface culling or double geometry? 0 Answers

Unlit Transparent Shader 0 Answers

Is there a 'do not draw' shader? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges