Unity's excellent Sprite
s (Unity's excellent new sprites), among other worthy advantages, are in fact double-sided.
In a 2D or 3D use case, you can flip the little bastards around and still see them from behind - they are rendered from both sides.
I also love the unlit shader used on them (ie, Sprite-Default, not Sprite-Diffuse).
However, I have need for an old-fashioned single-sided Sprite
.
Fortunately, you can freely download the source of the excellent shader used by Unity ... confusingly, you can't just open it in the Editor, but see here and thence here.
After considerable sustained effort involving inexpensive whisky, I made two (2) modifications to the shader.
I changed the name in the first line of the file to "DefaultSingle" rather than "Default"
I commented away the line
Cull Off
(I then made a new Material
, called it "Sprite Single Sided", set the shader to this new one, and on Sprite
s I replace the material slot with that new material.)
in fact, have I screwed-up anything in the shader by making this modification? Can one gaily comment out "Cull off" without causing further problems? Is there some gotchya in changing that usual material used by Sprite
(you can't "see" it so I don't know). More broadly, is there a more correct way to achieve single-sided Sprite
?
// file "Sprites-DefaultSingle.shader"
Shader "Sprites/DefaultSingle"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
/// Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma shader_feature ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture ..
color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}