How can I make Light pass through and illuminate the entire object

Hello!

I have some unique lighting in my game.

The issue: The light that shows on the ground doesnt light up the enemies when they are below my character.
This is because the objects are a 3D Plane and are billboarded towards the camera (around 50~ degrees)

Is there a setting somewhere that can tell the light to pass thru the plane and will allow it to be illuminated from the backside?

The only other option i see here is to add another light the specifically lights up the enemies and is angled to match their billboard. (not ideal for many reasons, ex - the light from the player starts off small and will change in size as you play the game, if its a spot light it could be oblong)

You can see here the enemies are a flat 3D plane and the lights arent affecting them as it should.

Here you can see the light settings and the wireframe that i have that shows the area of effect from the light

Here is the players view. as you can see they only light up until they get really close.

Hi jag45,

If I understood the problem correctly, what you can do is flip the vertex normals in a shader if the backface is being rendered. Here is a quick example of this using ShaderGraph:
9847338--1417401--Screenshot 2024-05-21 115805.png

thank you for the reply, Im sorry for my late reply.

I’m not too familiar with shaders.
I’ve copied it but i want it to act like a normal URP lit shader but also have this functionality.
9858618--1419954--upload_2024-5-28_0-14-8.png

As you can see i need these URP settings
9858618--1419957--upload_2024-5-28_0-14-43.jpg

But with the new shader I created it looks like this left material and it wont show my ant correctly.
9858618--1419960--upload_2024-5-28_0-15-13.jpg

How do I make them work together?