Hi,
I have a (common?) issue with a model that has an outside and an inside. Only outside is rendering well.
I found different posts on this issue, caused by backface culling. But I can’t figure out how to fix this for my model. Is there any setting to set this backface culling off? Or can I use another rendering pipeline?
Can anyone point me in the right direction?
Outside: Outside-ok hosted at ImgBB — ImgBB
Inside: Inside-not-ok hosted at ImgBB — ImgBB
Thanks!!
Put Cull Off into your shader (In desired Pass shader block). And don’t forget for proper normals for back faces (for example by usign VFACE for inverting normals on back faces).
If you using URP Lit(SimpleLit) shader you can set Render Face property on material to Both.
Hi @eizenhorn , thanks for your very fast response!! I’ve been trying to achieve this option, but don’t know how to edit the shader. As a developer I don’t have much experience with graphics. I do have an option where I can compile and edit the shader, but after saving nothing seems to happen.
Do you maybe have a screenshot or a link to an instruction?
Thanks!!
Depends on what shader you use but under shader settings
Urp: surface type> render face > both
Hdrp: it says ‘two sided’ check the box
I noticed these options for URP and HDRP. I use standard RP, which doesn’t have these options.
@Deatonjc Ok, just for testing I converted my project to URP. Now I can change the setting to render ‘Both’. But now the inside has the same look as the outside. Is there a setting to preserve the settings of the original Blender model?
For that case, it’s better to duplicate the geometry in Blender and flip the normals. Just disabling backface culling in Unity can have unexpected results with shading and lighting.
Pff, not sure how to do that since I’m no Blender expert
Will try to contact the creator. Otherwise I’ll check Fiverrr
Thanks for your help anyways!
Depends on pipeline, best way to control it is use two passes, one cull front and one back
But URP does not support that, but can use two materials on same mesh ignoring the warnings.
Using just cull off may or may not work, depending on lot of factors and visual expectation.
Thanks. Asked for a fix on Blender end.