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Question by jooki-2 · Jun 08, 2011 at 07:03 PM · shaderclothsurfacedouble-sided

asign surface shader to material

Thanks people, i learned a lot by following questions & answers around here! But one point i have been somehow missing (also in unity reference) was how to get a surface shader script onto the material i want it for... how to attach / assign it. Its a cull of diffuse shader script i got from here, for my curtain simulation to be double sided visible.. if (youcanhelpme) {Thx = a lot;]

 Shader "Diffuse" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
 }
 SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 200
 
 CGPROGRAM
 #pragma surface surf Lambert
 
 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 "VertexLit"
 }
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Answer by jooki-2 · Jun 08, 2011 at 08:00 PM

man, i am too stupid for shading! Could somebody please tell me where to add the cull off command in the shader script above?!?

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avatar image Bunny83 · Jun 08, 2011 at 10:44 PM 0
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Don't post questions as answers....

Anyway, You can put it either in the subshader or inside a pass. since you don't have a pass add it below your LOD.

Don't add it to the cg-section because there you can only use cg of course.

Oh and watch your code highlighting... i've fixed it two times now ;) Just select the code and press the 010101 button. It will indent every line by 4 spaces and will insert a empty line before and after the block. That's how this page "marks" the text as code.

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Answer by Bunny83 · Jun 08, 2011 at 07:10 PM

Just give it a proper name, then you can select it like all shaders...

 Shader "MyShaders/Diffuse"
 {
    [...]
 }
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