Custom Unity shader rendering both sides of geometry.
This repository contains a custom shader for Unity that renders both sides of the geometry using the Autodesk Interactive shader as a base. The shader includes normal mapping and uses the standard lighting model with support for forward rendering and shadows.
- Double-sided rendering: Both sides of the polygons are rendered.
- Standard lighting model: Utilizes Unity's Standard Surface Shader for realistic lighting.
- Normal mapping: Supports normal maps for detailed surface textures.
- Configurable properties: Color, Main Texture, Smoothness, Metallic, Normal Map, and Occlusion Strength.
- _Color: The base color of the material.
- _MainTex: The main texture applied to the material.
- _Glossiness: Controls the smoothness of the material.
- _Metallic: Controls the metallic look of the material.
- _BumpMap: The normal map for the material.
- _OcclusionStrength: Controls the strength of the occlusion effect.
- Create a new shader in Unity and name it
DoubleSidedAutodeskInteractive
. - Copy the shader code from
DoubleSidedAutodeskInteractive.shader
in this repository and paste it into the new shader. - Create a new material in Unity and assign the
DoubleSidedAutodeskInteractive
shader to it. - Customize the material properties as needed.
- Assign the material to your 3D model.
Contributions are welcome! Please open an issue or submit a pull request for any changes or improvements.
This project is licensed under the MIT License. See the LICENSE file for details.