Shader "Custom/StandardDoubleSided" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0,1.0)) = 0.5 _Glossiness("Smoothness", Range(0.0,1.0)) = 0.5 _Metallic("Metallic", Range(0.0,1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DetailMask("Detail Mask", 2D) = "white" {} _DetailAlbedoMap("Detail Albedo", 2D) = "grey" {} _DetailNormalMapScale("Scale", Float) = 1.0 _DetailNormalMap("Normal Map", 2D) = "bump" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 300 // ✅ 关键:关闭背面剔除 Cull Off CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; half _Glossiness; half _Metallic; sampler2D _MetallicGlossMap; sampler2D _BumpMap; sampler2D _EmissionMap; fixed4 _EmissionColor; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float2 uv_MetallicGlossMap; float2 uv_EmissionMap; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap).rgb * _EmissionColor.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }