Double sided materials polygons vs shader

Hey everyone, i have come to point where i will have to create lots of props, which will require double sided texture, some even transparent double sided textures.

I know you could technically just copy and flip the polygons in 3d modelling software, or you could used script - shader in unity to make that effect. But what are the pros & cons using these techniques ? Flipping the polygon count would certainly increase the polygon count, but maybe its still better than constantly running a shader script in unity game engine.

I would like to hear possible solutions, advises and experience. :slight_smile:

-Thank you

Duplicating and flipping polygons would be the simplest (since you don’t need custom shaders) and in most cases best-performing (since you can selectively dupe only the polygons you actually need, whereas a double-sided shader would apply to the entire object).

If the polygon need to have its normal used for anything,
such as normal mapping and RayCast hit,
Double Sided Shader will not flip it both way for you.