The above code works well on Standard render pipeline but starts with backface rendering once materials are converted to URP. Might anyone know a fix thereto please? Thanks
Screenshot showing backface rendring on the mirror cameras.
Maybe a good approach for your example would be to just flip the textures where you are displaying the camera? Then you basically render the scene normally, and it only appears mirrored.
As an alternative, you could loop over all renderers and invert the culling, adjust the culling in a custom shader or set the material to double-sided (impacts performance). But for the screenshot above, this should be the best solution.
Might that be an axisting attempt to invert culling? I could be missing it but he does not appear to manipulate an easily accessible rendertexture that I could try to scale as advised. Under Output Texture there is nothing referenced to (its blank). I would forward these suggestions to him but I have already emailed him more than twice without reply lately - so he does not really seem to be available currently.
I duplicated the Lit shader but do not know what exactly to adjust in there. Inside I see two ‘Cull Off’ instances but both are said to only apply for baked maps - and changing them to for example Cull Back does not make any difference. Also, will not adjusting the Cull on the shader negatively affect meshes rendered by the main (non flipped camera) since objects it renders also use the same shader? Thanks
P.S: Setting the material render Both does help, but as you noted it will negative impact performance (I also target mobile together with PC).