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" }