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| Shader "Flip Normals" {
| Properties {
| _MainTex ("Base (RGB)", 2D) = "white" {}
| }
| SubShader {
|
| Tags { "RenderType" = "Opaque" }
|
| Cull Off
|
| CGPROGRAM
|
| #pragma surface surf Lambert vertex:vert
| sampler2D _MainTex;
|
| struct Input {
| float2 uv_MainTex;
| float4 color : COLOR;
| };
|
| void vert(inout appdata_full v) {
| v.normal.xyz = v.normal * -1;
| }
|
| void surf (Input IN, inout SurfaceOutput o) {
| fixed3 result = tex2D(_MainTex, IN.uv_MainTex);
| o.Albedo = result.rgb;
| o.Alpha = 1;
| }
|
| ENDCG
|
| }
|
| Fallback "Diffuse"
| }
|
|