Shader "Custom/FrontfaceCulling" { Properties { _Color ("Color", Color) = (1,1,1,1) _Expand ("Expand", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Cull Front CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Color; float _Expand; struct Data { float4 vertex : POSITION; float4 normal : NORMAL; float2 uv : TEXCOORD0; }; struct V2F { float4 position : SV_POSITION; float4 screenPosition : TEXCOORD0; }; V2F vert(Data v) { V2F o; o.position = UnityObjectToClipPos(v.vertex + (v.normal * _Expand)); o.screenPosition = ComputeScreenPos(o.position); return o; } fixed4 frag(V2F i) : SV_TARGET { float2 textureCoordinate = i.screenPosition.xy / i.screenPosition.w; fixed4 colour = _Color; return colour; } ENDCG } } FallBack "Diffuse" }