Shader "Unlit/reversible" { Properties { _MainTex ("Texture", 2D) = "white" {} _MainTex2("Texture2", 2D) = "white"{} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Cull off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _MainTex2; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos( v.vertex ); o.uv = v.uv; return o; } fixed4 frag (v2f i, fixed facing : VFACE) : SV_Target { return (facing > 0 ) ? tex2D(_MainTex, i.uv) : tex2D(_MainTex2, i.uv); } ENDCG } } }