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Question by rasztemberg · Jul 09, 2014 at 11:55 PM · shadersvertex colorambient occlusion

Unity shader, reverse vertex colors, ambient occlusion

Hi Im quite new to unity and especially shaders. Today I tried to implement simple shader that imitates ambient occlusion effect as seen on picture. alt text

My problem is that on picture 2 it seems that shadows and light spots are reversed in comparison to picture 1. Pic 1 is the inside of mesh, where 2 is outside. Therefore is there a way to set the values correctly (somehow simply reverse) ?

My shader looks as follows :

 Shader "MyShader/VertexShader" {
     Properties {
         __MainTex ("Diffuse Texture", 2D) = "white" {}
     }
     SubShader {
         
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert vertex:vert
 
         sampler2D _MainTex;
         
         struct Input {
         
             float4 texcoord;
             float2 uv_MainTex;
             float3 vertColors;
         };
 
         
         void vert(inout appdata_full v, out Input o){
             
             o.vertColors = v.vertex;
         }
         
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = IN.vertColors;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 

Please help :) Big welcome guaranteed !

tata.png (353.6 kB)
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