camera matrix flip inverts mesh normals! How can i prevent this?

By flipping the camera matrix int the x-axis the mesh normals of all object will be inverted!

how can i tell the matrix to avoid inverting the mesh normals? i use the following code:

Matrix4x4 mat = Camera.main.projectionMatrix;
mat *= Matrix4x4.Scale(new Vector3(-1, 1, 1));
Camera.main.projectionMatrix = mat;

Sort of late for an answer, but GL.SetRevertBackfacing(true) will fix your problem.

You won’t get to keep non-ambient lighting though (realtime lighting doesn’t work without making your own shader).