Shader "Hog's shaders/BumpSpec_Twoside2" { Properties{ _Color("Main Color", Color) = (1,1,1,1) _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _MainTex("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap("Normalmap", 2D) = "bump" {} _BackColor("Back Main Color", Color) = (1,1,1,1) _BackMainTex("Back Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader{ Tags { "RenderType" = "Opaque" } LOD 400 Cull back CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG Cull front CGPROGRAM #pragma surface surf Lambert sampler2D _BackMainTex; fixed4 _BackColor; struct Input { float2 uv_BackMainTex; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_BackMainTex, IN.uv_BackMainTex) * _BackColor; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Specular" }