在unity中编辑3dMax或者Maya导入的模型时经常碰到一面显示一面透明的情况,主要是因为unity默认是不支持双面材质的,所以只需要自定义一个双面shader附加到材质上即可

实现步骤:

1. 在层次面板新建一个plane;
2. 新建一个yellow材质球并修改为黄色,然后添加到plane上。可以发现正面为黄色,而背面为透明的。
3. 在项目面板中新建一个shader,并命名为Doublesides。打开进行编辑下面代码:
    Shader "Custom/DoubleSides" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		
		LOD 200
		Cull Off
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

    

保存之后进入unity就能发现双面已经显示同样的材质。