If you were to have an open mesh of a sphere cut in half, how would you go about making a shader that would:
- Not be visible from the outside
- Be visible on the inside / through the cut hole
- If you were to view an angle where the front face is in front of the back face, the result would be transparent
It would more or less be like a model with the normals flipped… but without flipping them.
If possible how would i do this with a vertex/fragment shader?