Hi All, I have some difficulties trying to fix a texture that disappear when I rotate the 3D model. I'm testing with Standard Shader but I can't find the solution. If you look the model, half of the texture disappear with the rotation Here some picture:
It has mainly two independent meshes (left and right) I see that my problem is the shader in my background cube, but don't find the correct one. The idea is to have a background that give a sense of a space. Someone have a suggestion? Thanks
can someone help me on this one? Code (CSharp): Shader"SimpleGlass" { Properties { _Color ("MainColor", Color) = (1,1,1,1) _SpecColor ("SpecColor", Color) = (1,1,1,1) _Emission ("EmmisiveColor", Color) = (1,1,0,0) _Shininess ("Shininess", Range (0.01, 1)) = 0.21 _MainTex ("Base", 2D) = "white" { } } SubShader { //Weusethematerialinmanypassesbydefiningtheminthesubshader. //Anythingdefinedherebecomesdefaultvaluesforallcontainedpasses. Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } LightingOn SeparateSpecularOn //Setupalphablending //Renderthebackfacingpartsoftheobject. //Iftheobjectisconvex, thesewillalwaysbefurtheraway //thanthefront-faces. Pass { BlendSrcAlphaOneMinusSrcAlpha Material { Diffuse (0.1,0.1,0.1,1) } CullFront SetTexture [_MainTex] { CombinePrimary * Texture } } //Renderthepartsoftheobjectfacingus. //Iftheobjectisconvex, thesewillbecloserthanthe //back-faces. Pass { CullBack BlendOneOne SetTexture [_MainTex] { CombinePrimary * Texture } } } } } I'm trying with a simple shader but I can't find the solution yet