How to make meshes visible when camera is inside them?

I am trying to make a game that involves the player going inside meshes. The problem I am having is this: when the camera moves from outside the mesh, to inside the mesh, the meshes disappear. As such, the I need a way to make meshes render when the camera enters inside of them.

Is there an easy way to accomplish this with shaders?

Or should I look into making something like mesh slicer that will cut meshes in real time such that the camera never actually goes inside of them?

Or is there a better approach to doing this? I am relatively new to Unity and just wanted to solicit input on what the best approach to this problem is before I invest a lot of time.

Most shaders incorporate “back-face culling,” which is a rendering optimization where faces oriented away from the camera are not rendered.

You can make a shader with no back-face culling. Usually those don’t look right because the lighting is still based only on the front face, so if the front face is facing the light source then the reverse side will also be lit, even though it should be dark.

A common way to solve this is to open the mesh in a 3d-modelling app like Blender and simply duplicate the faces with flipped normals. Then you have separate set of geometry for the inside and outside.