Shader "Custom/InwardShader" {
	Properties{
	  _MainTex("Albedo (RGB)", 2D) = "white" {}
	}
		SubShader{
		  Tags { "RenderType" = "Opaque" }
		  LOD 200

		  Cull Front

		  CGPROGRAM
		  #pragma surface surf Standard vertex:vert

		  void vert(inout appdata_full v) {
			v.normal.xyz = v.normal * -1;
		  }

		  sampler2D _MainTex;

		  struct Input {
			float2 uv_MainTex;
		  };

		  void surf(Input IN, inout SurfaceOutputStandard o) {
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
		  }
		  ENDCG
	}
		FallBack "Diffuse"
}